(This is a follow-up to previous posts in the blog about Hodir. If you're not basically familiar with the mechanics of the fight, some of this post may or may not be gibberish- check out our previous Hodir coverage.)
I made a post on the WoW R&D forums regarding my feedback on the Hodir fight from our experiences last night. Armchair game design is always fun and I do see some things with the fight that need fixing. I'm reposting here with additional commentary as naturally brevity was of the essence on the WoW Forums thread.
After some discussion the WoW forums thread seemed to settle on the assessment that the the fight is too easy in its current form. I disagree. Yes, it's quite easy to beat the 9 minute enrage- though still harder than most or all Naxx fights. That's fine and probably intended behaviour. The 9 minute timer is fairly generous, requiring only 66,666 RDPS to defeat. Raids who are up to Hodir (who could be as late as the 8th-11th boss done in the instance) will probably be geared enough to handle this without the aid of the NPCs. In fact, on 9 minute you can basically choose to ignore the NPCs and still make it, and some guilds on PTR last night did just that, reaching health thresholds like 20% before Ulduar came down for the night. Ostensibly, the fight design is that you must utilize the NPCs to make the 6 and 3 minute checks, but don't need them for 9 minutes. There's nothing bad about this per se; it's actually pretty elegant. However, there are problems with the hard mode tuning and design.
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