September 3, 2009

Patch 3.2.2: 5-man Coliseum jousting woes to be addressed

I'm sure a lot of us have had this experience: You finish up jousting down the three champions in the first encounter of the 5-man Trial of the Champions, then all hell breaks loose. Your tank goes to lock down the Warrior, but in the meantime, the Rogue, who fell on the other side of the coliseum, makes a beeline to your healer, who was the person who dismounted him. Then the Mage, who's on yet a third side of the arena, starts blasting down your Mage who never seems to get any stamina on his gear. Your tank tries to rein everybody in, but since the bosses still have the aggro they built up from the jousting stage, they're near impossible to peel. Everyone dies.

Essentially, scenarios such as outlined above can be avoided if all three jousters are dismounted and kept trampled in a very small area and the tank dismounts a bit early as starts building aggro immediately, but in most cases, people have just decided its easier to run out and reset the fight. It's inelegant and feels a bit like cheating, but it works. Due to the lack of an aggro reset and the tendency of the champions to be scattered all across the arena floor, it just becomes much simpler to run out of the instance.

It seems the dev team has noticed these difficulties. Lead World Designer Valnoth posted on the official forums to say that you should no longer feel obligated to zone out to reset the first boss battle after the jousting stage. He doesn't state exactly how this will happen. Just wiping aggro on the jousters might be enough, but it would be nice to see them form up and charge together, giving the tank ample opportunity to grab all three and start building aggro easily.

Now, hopefully they've also fixed that bug where one of the champions randomly reappears with effective unlimited health during the 2nd or 3rd boss fight and starts wailing away on the party, but if not, hey... at least we can still run out.

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