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DaleGribble

Prenerf Dungeons [patch notes included]

Suggestion: Change dungeons to their prenerf states and potentially buff base values like what will be done to MC + BWL.

 

The fact is that people are going to be doing Patch 1.1 content on 1.12 class design, so it would help to see a good baseline increase to mob HP, damage, etc. If the plan is to do the same to MC and BWL, it should be the same for the preraid content.

Here's some patch notes that change how dungeons were before X patch. The major dungeon changes occur in Patch 1.3, 1.6, and then the 5-man limit in 1.10 . As for implementing old dungeon player limits, that is debatable on whether or not it should be done. Itemization changes were excluded aside from loot table changes. Dire Maul was not included due to how much it's changed for "reasons" by server projects.

 

Pardon the long wall of text, but this is ALL the compiled patch notes from 1.1 to 1.12 that are in regards to Dungeons.

Examples

Blackrock Depths

Patch 1.10.0 (28-Mar-2006): 

  • Lord Roccor is no longer a rare spawn. His patrol path was altered accordingly.
  • Pick lock and Seaforium now work on the Shadowforge Gates Mechanism.
  • The difficulty of the Lord Incendius and Ambassador Flamelash encounters has been increased.
  • Marshal Windsor will now open the door to the supply room during the escort 'Jail Break,' instead of walking through it.

Patch 1.6.0 (12-Jul-2005): 

  • Crystal Fang, the rare spawn in Blackrock Spire, will now potentially appear.

 Patch 1.4.0 (05-May-2005):

 Patch 1.3.0 (07-Mar-2005):

  • The doors to the Lyceum will now re-open after Magmus has been killed.
  • Vault encounter has been toned down slightly.
  • Mind Flay and Cripple will now work on Blackrock Depths bosses.

 

Blackrock Spire

Patch 1.10.0 (28-Mar-2006): 

  • Some monsters were removed to reduce the time it takes to run the dungeon.
  • Mother's Milk off Mother Smolderweb will now only affect players.
  • Spire Spiderlings now have fewer hitpoints.

Patch 1.3.0 (07-Mar-2005):

  • Spire Spiders now only summon four Spire Spiderlings instead of five.
  • Health and damage on these Spire Spiderlings has been reduced.
  • Crystallize has been reduced from eight seconds to six seconds.
  • Some Blackrock Spire bosses will now properly display their true level, instead of being considered world bosses (who do not display level).

So the bosses should be considered as world bosses instead of regular elites. Don't think this changes much but its still something.

 

Deadmines

 Patch 1.3.0 (07-Mar-2005):

  • The "cannon door" can now be opened with a Small Seaforium Charge in addition to the lockpick ability.

 

Gnomeregan

 Patch 1.3.0 (07-Mar-2005):

  • Doors requiring the Workshop Key can now be opened with a Small Seaforium Charge.

 

Maraudon

Patch 1.12.0 (22-Aug-2006):

  • Noxxious Scions will no longer spawn when you cleanse Celebrian Vines.

 Patch 1.3.0 (07-Mar-2005):

  • Princess Theradras - Boulders thrown will now cause a knockdown as well. She will also be more intelligent about deciding when to use her Dust Field ability.
  • Noxxion encounter made easier for groups lacking area of effect damage.
  • Creeping Sludge poison proc has been changed to a pulsing point-blank area of effect short-range damage spell called Poison Shock.

 

 

Scarlet Monastery

 Patch 1.3.0 (07-Mar-2005):

  • Doors requiring the Scarlet Key can now also be opened with a Large Seaforium Charge in addition to the lockpick ability.

 

Scholomance

Patch 1.10.0 (28-Mar-2006): 

  • Skin of Shadow now has a chance to drop from creatures in the Scholomance.

Patch 1.9.0 (12-Jul-2005):

  • Drop rate of Dark Runes in Scholomance has been reduced.

Patch 1.6.0 (12-Jul-2005):

  • Several spawns removed from Scholomance. This should make for a more enjoyable 5 player experience.

 Patch 1.4.0 (05-May-2005):

 Patch 1.3.0 (07-Mar-2005):

  • Lengthened the overall respawn of the dungeon.
  • Risen Aberration health and damage reduced.
  • Reduced the duration of Dark Plague from three minutes to 90 seconds.
  • Fixed a bug that caused the Cloud of Disease spell, cast by Diseased Ghouls, to do more damage than intended.
  • Blood of Innocents will now drop off both Doctor Theolen Krastinov (The Butcher) and Jandice Barov for players that have completed the Sarkhoff questline in Scholomance.
  • Shadow resistance now will be more effective at mitigating the damage from Unholy Aura.
  • The creature spell, Call of the Grave, has had its damage reduced by half.

 

Stratholme

Patch 1.10.0 (28-Mar-2006): 

  • Some of the undead that invade the Scarlet Bastion after Balnazaar's death have been removed to make exiting faster.
  • Added new crates to Stratholme that only hold Stratholme Holy Water. The old crates still exist.

 

  •  Patch 1.6.0 (12-Jul-2005):
    • Several spawns removed from Stratholme. This should make for a more enjoyable 5 player experience. Also, you will now be able to make additional attempts at Ramstein and/or Baron Rivendare should your initial attempt fail.
    • The trapped chests in Stratholme will now show up for Detect Traps and can be disarmed. In addition, the number of creatures that come out of the trapped chests has been reduced.
    • Many creatures in Stratholme have gained Detect Invisibility/Stealth.

 

  • Patch 1.4.0 (05-May-2005):
    • The Baroness Anastari encounter has been changed. Players who become unpossessed will now have full health, and after the Baroness unpossesses a player there will be a much longer cooldown before she can cast possess again. These changes should make her a more balanced encounter for a 5 man group.
    • Archivist Galford, Baroness Anastasi, Nerub'enkan, and Maleki the Pallid will now always drop at least one Rare item

 

 

  •   Patch 1.3.0 (07-Mar-2005):
    • Baroness Anastasi in Stratholme will now leave the possessed target when the target is below 50% health, instead of 30%. She will also cast Possession slightly less often.
    • Roaming Gargoyles will be set to a 30-minute respawn.
    • Roaming Shades set to 15-30 minute respawn (previously 5-15).
    • Patchwork Horrors set to 15-30 minute respawn (previously 6-10).
    • Overall respawn in the entire dungeon made longer.
    • Crimson Conjurers will no longer roam in pairs.
    • Crimson Conjurers can now only have a max of two "pets" at one time.
    • Changed the way the Gauntlet area works. The Crystals no longer respawn.
    • The Crystals no longer fire ribbon of souls (this was causing in-combat issues).
    • Fixed a bug that was causing monsters to leave combat in mid-fight, thus regaining all their health.
    • Various tweaks made to the Baroness encounter.

Ribbon of Souls would be interesting to see. If you don't know how much damage it deals, here it is: http://db.vanillagaming.org/?spell=16243 .

 

Uldaman

Patch 1.12.0 (22-Aug-2006):

  • Reduced the number of Shadowforge Ambushers that attack after looting the quest chest.
  • Shadowforge Ambushers are no longer elite.
  • The respawn of the Stone Stewards has been changed to 2 hours (from 30 minutes).

Zul'Farrak

Patch 1.12.0 (22-Aug-2006):

  • The respawn of the 2 Troll/1 Basilisk patrollers should now be 2 hours.
  • Reduced the damage dealt by the Sul'lithuz Abomination and Sul'lithuz Sandcrawler.
  • Zul'Farrak Dead Heroes are no longer elites.
  • Theka the Martyr will now only remain immune to physical damage for 30 seconds before reverting to normal.
  • Antu'sul's Sul'lithuz Broodlings now only hatch 4 at a time and are significantly weaker.
  • Witch Doctor Zum'rah will no longer call as many Zul'Farrak Zombies to his aid when aggroed.
  • Weegli Blastfuse now has slightly more hit points.
  • Antu'sul's Warden no longer attempts to knock adventurers into Antu'sul's lair.
  • Sandfury Cretins who engage the party during the pyramid event are no longer able to cast shadow bolt.

Patch 1.10.0 (28-Mar-2006): 

  • The summoned zombies will now attack any player in the instance after their grave has been disturbed.

Patch 1.3.0 (07-Mar-2005):

 

  • Dead Hero will now always drop an uncommon random item.
  • Witch Doctor Zum'rah's loot table was improved.
  • Toned down the Zigguraut event.
  • Toned down the Antu'sul event.
  • Scarabs will no longer flee when at low health.

 

 

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3 hours ago, DaleGribble said:

The fact is that people are going to be doing Patch 1.1 content on 1.12 class design, so it would help to see a good baseline increase to mob HP, damage, etc. If the plan is to do the same to MC and BWL, it should be the same for the preraid content.

I hope this will happen. It's apparent on other servers how easily 5 man bosses die. And it feels wrong.

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I'll make sure the thread is at least read by one of the devs, I cannot guarantee an outcome.

I'd also advise posting the question (in condensed form) in this thread for possible inclusion in Mays Q&A.

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I'd love to see 5-man bosses buffed. In most vanilla projects I played, trash was almost always more difficult then the bosses in the 5 man instances. Loot tables should stay 1.12.1 (except some ultra powerful items added in 1.10 and beyond). This is a good thread, I'd be happy to see some love for pre-endgame content.:)

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The cumulative changes are not straight up nerfs though.

Some are nerfs some are buffs, the only "constant" appears to be reducing number of trash, weakening trash, lengthening respawn timers in some occassions.

Several of those are also simple mechanics fixes (scripted event problems, like doors not opening) or unlock mechanics not being equal (pick lock, seaforium or blacksmith keys, if one works all should).

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31 minutes ago, Roadblock said:

The cumulative changes are not straight up nerfs though.

Some are nerfs some are buffs, the only "constant" appears to be reducing number of trash, weakening trash, lengthening respawn timers in some occassions.

Several of those are also simple mechanics fixes (scripted event problems, like doors not opening) or unlock mechanics not being equal (pick lock, seaforium or blacksmith keys, if one works all should).

True, but It's not that hard to differ bugfix from nerf. I mean, all those "we removed patrols, spawns for better 5 man experience" are pretty obvious. :)

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i heard 10 man scholo strath and 15 man scholo ??

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5 minutes ago, Brikot said:

i heard 10 man scholo strath and 15 man scholo ??

Blizz resigned from this in the stage of open beta or even earlier.

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3 hours ago, Macu said:

Blizz resigned from this in the stage of open beta or even earlier.

lol nope it was normal game content in released version.

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High-Level Instance Changes Edit

Along with the new Armor Sets, the high-level 5-10 man dungeons have received some changes regarding loot. Many items have been improved in quality and use. In addition, several epic items, such as Headmaster's Charge and the Runeblade of Baron Rivendare, have had their drop rates significantly increased. In order to preserve the challenge of these dungeons, they have had their instance caps lowered. Stratholme, Scholomance, and Blackrock Depths now allow a maximum of five players inside, and Blackrock Spire allows a maximum of ten.

http://wowwiki.wikia.com/wiki/Patch_1.10.0   28 March 2006

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6 hours ago, Sallerius said:

High-Level Instance Changes Edit

Along with the new Armor Sets, the high-level 5-10 man dungeons have received some changes regarding loot. Many items have been improved in quality and use. In addition, several epic items, such as Headmaster's Charge and the Runeblade of Baron Rivendare, have had their drop rates significantly increased. In order to preserve the challenge of these dungeons, they have had their instance caps lowered. Stratholme, Scholomance, and Blackrock Depths now allow a maximum of five players inside, and Blackrock Spire allows a maximum of ten.

http://wowwiki.wikia.com/wiki/Patch_1.10.0   28 March 2006

 

Thanks for the citation about the 5-man limit.

IMO it should stay in place because we're not dealing with the funny but dogshit talents from the previous patches (Combat Endurance, anyone?). Plus it will add difficulty to the dungeons.

11 hours ago, Brikot said:

i heard 10 man scholo strath and 15 man scholo ??

Yep. There's numerous forum posts from 2005 about people doing 10/15 man dungeon runs and bringing a bunch of hunters and whatnot.

 

Great for clearing with low-skilled players, bad for getting loot you need.

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21 hours ago, Sallerius said:

High-Level Instance Changes Edit

Along with the new Armor Sets, the high-level 5-10 man dungeons have received some changes regarding loot. Many items have been improved in quality and use. In addition, several epic items, such as Headmaster's Charge and the Runeblade of Baron Rivendare, have had their drop rates significantly increased. In order to preserve the challenge of these dungeons, they have had their instance caps lowered. Stratholme, Scholomance, and Blackrock Depths now allow a maximum of five players inside, and Blackrock Spire allows a maximum of ten.

http://wowwiki.wikia.com/wiki/Patch_1.10.0   28 March 2006

Didn't know that, thank you for clarification.:)

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The Ribbon of Souls thingy in Stratholme would be awesome!

If I understand / guess correctly the Ziggurats were auto-attacking just like the UD buildings in WC3, and it was removed because of the combat bugs it caused.

Would be nice if the devs could find a way to implement it without the bug.

Reading the description of the Spell / of the invisible NPC supposed to cast it that was apparently re-used un WotLK, it had like 60y range, hit for 100-150 shadow damage and cas apparently cast very fast.

It might not add that much of difficulty but it would definitely be RP :').

Edited by Youfie
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7 hours ago, Youfie said:

The Ribbon of Souls thingy in Stratholme would be awesome!

If I understand / guess correctly the Ziggurats were auto-attacking just like the UD buildings in WC3, and it was removed because of the combat bugs it caused.

Would be nice if the devs could find a way to implement it without the bug.

Reading the description of the Spell / of the invisible NPC supposed to cast it that was apparently re-used un WotLK, it had like 60y range, hit for 100-150 shadow damage and cas apparently cast very fast.

It might not add that much of difficulty but it would definitely be RP :').

Honestly the combat bug isn't too much of a big deal, combat bugs literally occur 24/7 on private servers anyhow.

 

Perhaps it would add more to a "gauntlet" effect to not be able to be out of combat when near a Ziggurat until it is deactivated.

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16 hours ago, DaleGribble said:

Honestly the combat bug isn't too much of a big deal, combat bugs literally occur 24/7 on private servers anyhow.

 

Perhaps it would add more to a "gauntlet" effect to not be able to be out of combat when near a Ziggurat until it is deactivated.

Well, not being able to be out of combat when near a Ziggurat was what I had in mind, but I guess the bug would be to be unable to get out of combat even after getting out of range and / or out of LoS.

For that matter it's more of a choice on the developers' side I guess.

As far as I'm concerned, not being able to get out of combat at all, especially when out of range again, would kinda suck. I think it would make more sense to drop combat when out of LoS and out of Range from the Crystals.

Anyway, long story short: Darkrasp, we want those Crystals scripted, please!

Edited by Youfie
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