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mythic flex Introducing MYTHIC FLEX

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INTRODUCING MYTHIC FLEX

In our continuous effort to offer you the best gaming experience, we'd like to propose a new and unique feature.

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Mythic Flex is exactly what you think it is, it enables flexible player groups from 10 players, up to the default of 20 players. Just like normal and heroic!
This feature enables lots of potential especially for smaller guilds, but not limited to them.
It's a feature where you'll no longer have to rely on 20 players to start a mythic raid, instead you can do it with your small group of friends.


SO WHAT'S THIS ABOUT?

First of all, we should clarify what is Mythic Flex and what is not...

Mythic Flex will NEVER scale below 10 players. Instance limit is still 20 players.
Mythic Flex is intended to remove the mandatory raid size of 20 players, NOT to reduce the difficulty and flavour of Mythic!
Loot is adjusted based on raid size.
Creatures health and some specific mechanics and spells will scale based on raid size.
It is NOT a difficulty nerf. It may appear easier for a very few players just because it's easier to coordinate 10 players than 20. Mythic will still be a place where only the best raiders can compete.


Although Mythic Flex is not a new concept for us, (successfully implemented on Felsong 8 months ago), its success and future will depend on your feedback gathered over the span of the next few weeks.
Our intention is to make the game better, thus your feedback will play a decisive role as we'll closely keep an eye on it.

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WHAT IS CHANGED THEN?

Health, first of all. Every creature inside the mythic raid will scale their HP based on raid size.
Then, some mechanics and spells. A generic example would be mechanics where a specific number of players must soak an ability.

Here is a list with all spells and mechanics changed to work on flex for Aberrus Mythic:

Amalgamation Chamber:
- Gloom Conflagration: required players & split damage scaling

Assault of the Zaqali: 
- Catastrophic Slam: required players & split damage scaling

Rashok the Elder:
- Charged Smash: required players & split damage scaling
- Doom Flames: spawn count is now scaling

Echo of Neltharion:
- Volcanic Heart: debuff count scaling
- Sunder Reality: Portals breaking scaling with player count

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Finally, 
Mythic Flex will be live tomorrow, July 24th for Aberrus.
And with this occasion we also implemented a 90 seconds window during which disconnected players can relog while a raid encounter is in progress. Once the timer expires, offline players will be teleported outside the raid if there is an encounter in progress.

Looking forward for your feedback.

K0s,
Firestorm Admin

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Zskarn Issues:

No matter the Raid size right now, you still get 4 Embers applied. If you go for example with 10 people (2 Tanks 2 Healers 6 Dps as example) you will have 4 out of 8 People always getting the Ember. Which results into having a 30 sec debuff while Embers get casted around every 15 sec, which can result into multiple person getting one shotted at some because of high stack. 

I would recommend either scaling the amount of Embers on the raid size (per 5 person in the raid 1 ember, which would equal the already 4 embers on 20 people) or tune down the damage of that. (while the first option would probably the best at this point in a flex situation)


Possible Magmorax Issues:

Split damage on the soaks depending on the group size and the amount of stacks gained when having a small raid size.

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