Fix Naxx Tuning

It’s clearly overtuned as skilled groups are unable to kill the overpowered bosses. This is supposed to be tuned for level 60 players and NOT level 80s so please make it reasonable.

Edit: Apparently no one understands sarcasm.

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Go away…

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not all of us can be champions. Azeroth needs janitors.

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Since this is a joke thread here’s something funny.

Have you ever looked at the damage of the consumption spell from the void zones in the Four Horsemen encounter? It actually does notably more damage in the level 60 version than the level 80 version.

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lol. that is pretty funny. i wonder if that’s consistent across all of Naxx.

2750 on 10 man in WoTLK.
4250 on 25 man in WoTLK.

Seems to be the exact same damage on 25 man as Naxx in Classic.

Wotlkdb shows 3500 to 4500 for 25-man.

Here’s some logs from ptr

As examples

Void Zone 7 Consumption Urfriendbomb 5124 (U: 4658)
Void Zone 15 Consumption Pointymcstab 4707 (U: 4707)
    Void Zone 16 Consumption Zfax 3554 (R: 1184) (U: 4738, M: 1184, 24.99%)
    Void Zone 20 Consumption  Jenspam 3612 (U: 4013, M: 401, 9.99%)

Min unmitigated hit 4,013 max 4,779

It mainly amuses me because level 80 players have literally 400% more HP or more.

“Skilled groups” is probably being very generous.

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more like Skillet Groups amirite? jajajaja huehuehuehue

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Less dps more healers and tanks. Problems solved.

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Well since most people missed Naxx 40 they literally just brought it back without changing much.

They just copied the instance and hardly scaled anything since they realized it had been over tuned a bit for most people back in Vanilla. Hence why an Immortal achievement wasn’t too unattainable for good guilds.

i remember wolk beta forums: “you don’t really think they’ll release it like that, do you? it’s just undertuned for testing”.

then you’ll never guess how they released it. (spoiler, like that).

It soured me to the entirety of wraith too because of it. I did like half of it in vanilla or so and then i went in at 80 and it was so very very face roll even on hard mode it didn’t even seem fun.

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fix naxx tuning? why? you mean im supposed to know the difference between classic naxx and vanilla naxx? sir, my iq is not that high, and i am personally offended that you expect me to care.

hardmodes were introduced in Ulduar, sir.

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Yeah but aren’t people burning down bosses in Naxx on the PTR? So how brain was Naxx in Wrath? Like … really?

Void zones are supposed to instant kill you, and you can avoid that damage completely. WotLK just removed the instant kill part.

Naxxramas isn’t tuned around world buffs. If you go look at old videos you’ll basically never find a video of progression with all of them, maybe 1 or 2. Blizzard never anticipated what people do now. When people did start to stack world buffs for raids in early TBC they nipped it in the bud quickly.

Level 60 Naxxramas’ boss HP is mostly tuned fine without world buffs.

I’d also say it’s not tuned around fury/prot tank tps and stacking 15 dps warriors. People progressing in Naxxramas in 2006 had almost no dps warriors because they were threat capped. Another thing that Blizzard likely would’ve rapidly nipped in the bud if it became popular in 2006.

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Yeah, WotLK Naxx was world first cleared by people still wearing their SWP gear.

I guess my point being. In Wrath, Naxx must have been pretty braindead.

I find this Classic/Private Server meta particularly interesting. I remember pre-1.11, our guild was already threat capped. Then after 1.11, with whatever happened to shield slam, people have different thoughts,( I only maged) but something happened. After that patch, the flood gates opened and we had more room to go ham.

You bring up an interesting point about stacking fury warriors. Let’s say we can go back to Vanilla. World buffs were not used, so fights were longer and more mana intensive. And frankly speaking, raid comps were not optimized because, well, it was a progressive game. Would Prot still be able to generate enough tpm, even if we give guilds the ability to time warp and switch up their raid roster and be able to add more fury warriors. With fights taking much longer, I’d imagine fury/prot would be riskier - maybe not even viable anymore in using up healer Mana.

What most people don’t know is that mage rolling ignites used to be uncapped and that it was ninja nerfed. I think we rolled with 4-5 mages. So we cheesed a lot of encounters by abusing that with even more mages.

I don’t remember being threat capped anymore after 1.11, but i could be wrong. That being said, it wasn’t so much “stack as much spell power as you can” back then because you’d OOM. Would fury warriors reach the threat cap? Hmm.

Again, this private server/classic way of doing things, as much as I poop on the fact that people aren’t seeing a single mechanic, IS different. At what point is the TPS of an Old school style Prot warrior not good enough. What if the fight length was doubled. Tripled? etc. Interesting.