Durumu Maze Improvements – 4/9
I felt that the purple fog seems more dispersed and now instead of "don't go anywhere near here", it seems like some areas are clear when they really aren't. I felt it was easier to do before (once you have enough experience on it) because the difference between safe spot and non-safe spot was more distinct.
For reference, prior to the change I've tried it on Projected Textures enabled (my default) and disabled. No difference. Particle Density Low, Good (my default #1), and High (my default #2). Post-change I'm running Projected Textures Enabled and Particle Density Good and I'm not sure I like the change. I will probably try another variation tomorrow to see if there is better visual effect changes.
I hope this is useful feedback for the developers.
Realized it quickly the first pull and was able to make it to melee path in time but tested it out and stayed at ranged the 2nd pull and confirmed there was no path at all.. GG hot fix breaking what was relatively fine before after some practice.
The issue now is for some reason, the BEAM is moving MUCH FASTER. Without a speed boost, people on the ranged part of the safe zone WILL DIE. Before, you could stay out of it's range without a speed boost pretty easily, even if the beam would be right on your tail. Now, it WILL catch up to you if you don't have a speed boost.
Now, if you have druids who actually use stampeding roar from ranged, most will probably survive if they're lucky. Otherwise, if you don't have a speed booster, you're probably dead.
But yes, thank you for fixing the maze. THere's still a ton of people dying, but now it's just a matter of them not knowing what to do or the beam catching them. And before someone says I just have a good enough computer: No. I'm on a Dell Inspiron 6400 with it's built in graphics card. It's an EIGHT YEAR OLD LAPTOP.
Before the change, I could tell difference between fog and maze from their difference in density where maze was thick and tight while fog was more blurry and spread out.
However, the change made both maze and fog look identical on my computer and I had hard time figuring out if I'm seeing maze closing off next to me or fog just moving back and forth.
I tried both lowest and good setting on particle density but both of them were same.
maze is easier to see UNDER YOUR FEET however the uncovered area looks clear when it really isn't as the beam moves closer. as others have said and many of my guild members said tonight, the beam is moving much faster resulting in the range group (we run melee close group and ranged very far group) can not run away fast enough and get hit by beam not the maze. also there are many more "trick" openings that quickly turn into death traps.
keep new graphic under you. make the maze part that is being uncovered completely solid. don't speed the beam up. there i just fixed your problem -.-
Blizzard you need to give this person a job. He just fixed the issue with this horrible fight. [/b]This is exactly what you need to do.
- The graphical change on the maze makes things MUCH easier to see. Fewer people died so early on in the maze phase.
- HOWEVER, it felt like it moved faster or was somehow bugged. People were standing in a completely clear spot and we still lost half the raid before the beam even came close visually.
- There was either a melee OR ranged path. The one time I saw a ranged path on the three attempts it took us to down him, it stopped midway through. The same happened once for the melee path.
Visually, the maze IS much easier to navigate now, but it still needs some fine tuning. Not standing in bad shouldn't get you one shot.
I would be a bit more hesitant before you throw out the term "Improvement" in your post.
Last night we experienced the following...
1) No path forming at range - Wipe
2) Paths dead-ending before the end of the phase - Wipe
3) Paths not clearing in time to get through cleanly - Wipe
4) Eye beam moving significantly faster than before the patch - Wipe
5) Lingering Gaze Orbs moving significantly faster than before patch - Annoying to say the least.
I don't know what you did, Blizzard but please don't. It was working fine before and now it's a brand new encounter, significantly more difficult than before. Please Fix This!
Towards the end of the phase there's nowhere in the maze to go. We had to just pop cooldowns and eat a few seconds of the eye sore on heroic difficulty, twasn't fun.
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