Lyrailis wrote:
Quote:
This is why when Blizzard added the possibility of drake mounts dropping at the end to the Oculus instance as an incentive to complete the dungeon, it didn't do sh*t.
Maybe dependent upon your server, but the one I played on, the loot bag at the end of Oculus worked pretty damn well; I got it on a regular basis and only a few times you'd see a DPS drop group while most stuck around.
I know on Cenarius Oculus became popular as hell after the patch that introduced to the Malygos mount to the bag and it wasn't just because of that. Initially, the drakes in Oculus and in the Eye of Eternity didn't scale at all with player iLVL gear like the seige weaponry in Ulduar. I never really found them all that hard (as you could have everyone responsible for themselves OR just do a normal "All but x players spam 1, 1, 1, 2") but in a game where getting better gear made you stronger and fights easier as time went on these two instances were just stonewalls.
The place was reviled because it had one of the static style fights developers put into a game where your gear meant absolutely nothing. It was more detrimental towards the feeling of player progression than the idiotic resistance fights were up to that point and while the concept of the place was really cool and a neat departure from the standard dungeon it just didn't work when getting stronger didn't actually help you beat the fight.
Valkayree wrote:
Fynlar wrote:
I find it confusing when they say that they will nerf Pharos down to Copperbell/Haukke difficulty, because I have found Haukke to be a joke, and Copperbell to be harder than Pharos currently is. O_o
As far as Pharos itself goes, the only thing that would really make me want to run the dungeon more is if the music that played at the start continued throughout the whole thing.
Haukke is really easy, but relaxing and fun! Copperbell, man, those bombs! And the dps check on the final boss can be tough. But I've been through Pharos 3 times as tank and now that I've got the hang of beating Siren, it is really not as difficult as I once imagined. But I tend to think that Pharos slightly edges out Copperbell, due only to Siren.
My major complaint with the Gigas at the end of Copperbell isn't so much the damage requirement (which *really* isn't as bad as people make it out to be and isn't much worse than Demon Wall) but the fact that Power Attack has a 1 second arm time. There's almost no possible way for people to react most of the time and not get hit by it (slow + 2K damage) unless they're actively going after a crystal.
I do have to hand it to SE though, as I'm looking forward to seeing what the two new HM dungeons and the new Amdapor. Their HMs are miles and above more interesting than any other MMOs in terms of giving you a feel of a new dungeon while reusing art assets from a past one. It's a very good blend especially when the bosses aren't just the same as before with an extra ability, more health, and more damage output.
Catwho wrote:
Despite CT taking longer for less rewards, it's by far my favorite means of grinding tomes. Despite all the lulz and silliness. Despite the horrid drop rate (although with the change coming up that won't matter as much.) Despite the lag.
I like big group efforts, which is probably why I stuck with Dynamis for so long in XI. I want to see more of them in XIV. They're fun! Four or eight people doing a thing with maximum efficiency is fun too, but I love the chaos of a big raid.
After doing EQ guild raids, Vanilla WoW 40 mans, and leading a 25 man all the way up to the start of Cataclysm I've come to despise any large group effort. The amount of headaches and "This **** Isn't Worth It" moments has turned me off dramatically. Learning the group we were going to set up for Coil during Beta 3 was 8 man and not 24 was a nice surprise for our little group (and especially myself).
So I'm kinda pleased that aside from standard herpaderp you can get with random people in Crystal Tower it's a really enjoyable place. I still prefer, and am grateful, the fact that Coil's harder and uses a smaller team but if their larger raids are more in line with the overall feel of Crystal Tower in terms of enjoyability and re-playability I think I could start to like leading a larger force again.
Edited, Mar 24th 2014 4:28pm by Viertel