Siege of Orgrimmar: Paragons bug

still bugged.

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it’s not going to be fixed.

Some people just refuse to slooooooooooooooooooooooow dooooooooooooooooooooown

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life is to be savored!

If you’re still having an issue with this as of Nov. 2021, an easy work around (in Raid Finder mode, at least. I’m just grinding for the leather mog set) is to simply leave the instance and requeue. It’ll reset the instance, just not give you the first boss’ drops again. Annoying, but it works.

that’s not really a bug. It’s setup to be a multi-phase fight, and you’re killing it too early. This isn’t just a Paragons problem, it exists in newer content, such as the opera hall fight in mythic Karazhan, to older content, like the Sunwell, on the second to last boss. Sure it would be nice to see it go away anaways, but seeing as raid fights aren’t meant to be soloed right off the bat, they would have to redesign every raid encounter years later to take out the multiple phases of the fights. That’s a heck of a lot of work for something that isn’t even a bug. I know it’s fun to howling blast down every enemy in battle before you even get to it, but it’s not always gonna work that way. People complain now about lack of content, how bad would it be if they were constantly working on redesigning old raid fights? Multi-phase fights are gonna wig out if they don’t get to their phases, it’s not fixable without doing what I said and completely redesigning every fight between expansions. And then the only ones they please are a specific range of solo players that can’t wait a few seconds and slow down on damage. Does anyone really believe they’re gonna do all that for such a small percentage of people? It’s annoying af, I know, I’m one of those solo legacy raiders. But I also understand how the fights work, and us bugging it out attacking too fast does not mean the fight is bugged.

it’s sad because soloing even old content used to be something that was assumed to require a bit of effort or patience on some fights. now it’s just “we should be able to skip to the last boss and one-shot it with a single melee attack and drop rates should be 100% on whatever i’m looking for”

Just to clarify here. Things like this are a bug. The question you’re proposing is whether or not it’s a priority to fix the bug. Those are two different concepts.

The nature of how phase transitions have to be coded, and how players can interact with them is something that needs to be accounted for in initial design anyway. Think about it - what would have happened if, say, on progression, players had brought three bosses down in health at the same time, synchronised, and killed 3 bosses simultaneously? Would they have just bypased a core mechanic? Sure, you can say people “shouldn’t” do that, but people in progression have done weirder things. Accounting for that sort of thing is fundamental encounter design.

Another thing to keep in mind is that compared to now, players and specs have a lot more uncontrollable aoe/procs, and content is getting so far old that people are legitimately oneshotting things without trying, and it’s only going to get worse. And if it’s not happening now, it will happen in 2 expansions of greater gear/greater legacy damage. At some point, even stripping down naked, and punching bosses with no weapon equipped will oneshot them. It’s inevitable. If you’re going to go with legacy damage/loot systems, and act like that’s content to people, that sort of content needs to be given a good play experience, and having players try to work out how much gear they need to take off, or pray to avoid procs, or whatever, is an objective bad one. It’s one thing if a game company is hands-off and going “Do what you will, it’s old content”, but when they’re actively taking a part in marketing old content as a legitimate game activity, they take responsibility for handling bugs that come up in the process. As long as they care about having a good/polished product, that is.

The last thing to bear in mind is how software development works. If you’re looking into something like this issue, to the extent that your codebase allows, you’re going to be using shareable/re-usable code as much as possible, or making sure that whatever you touch is. It’s not like they’re necessarily spending hours of time on every single mechanic of every single boss fight, if they can cut down the amount significantly by having certain concepts/templates they can share. Fixing a bug like this should therefore get long-term benefits by having “bug-free” code that’s applied to all other fights re-using the same mechanic, or that will ever be able to re-use this code/fix. Given how generic the concepts are, e.g. “Trigger event on boss death”, “boss Y activates in when X boss dies”, “heal other bosses to full, keep raid in combat” etc., that’s an entirely plausible consideration to keep in mind.

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I haven’t checked but does the foam sword work on bosses?

There was a quest I was trying to complete in pandaria where you need to get a regular mob down to “low” health but not kill it and there was no ability I had that would not kill it. A guildie told me about the foam sword, which is a nice bandaid solution, but doesn’t work in every case.

The Soft Form Sword toy? Pretty sure it cannot work in Dungeons, Raids, or against Rare Elite creatures if I remember the discussions about it in 2016 correctly.

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I kinda wanna test the ‘rare elite’ bit but I’m too lazy to go looking for one that’d otherwise be eligible for me to try whacking with it. I know that anything flagged as a boss would automatically be permanently ineligible because those are always considered to be three levels above your character, so they’re never going to be considered ‘trivial’. It’d be interesting to see other mobs have similar protection despite having fixed levels!

So as far as the initial question goes, bosses in instances are double protected from the toy lol