Huolon is probably the stupidest thing i have encountered for a long time

There’s always at least 7 people who all one shot this dragon, camping it, which makes it impossible for people like me to tag it, since they have macro or something. This means that i have to stay up late to actually kill this thing.

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This has been the case since he was introduced really, he does drop a mount after all.

Maybe, i doubt many go through the trouble of macro-ing it.

You’re a druid, which is probably the best sniper class, so if you for example have moonfire bound to your Q-button then you could blindly spam TAB+Q while watching TV, and you’d light him up the second he spawns as well (assuming you’re facing the right way), or make a macro yourself (which is the same idea really, /target houlon and /cast moonfire).

Grouping up with the people around you is perhaps also helpful, assuming they are of the same faction of course.

Your chances are as good as anyones.

Blizzard should change theese rares into “rare world bosses”. To have the same respawn time, but to be impossible to defeat alone. It should require at least 10 players to defeat it and to be required for a minimum 1 tank and 2 healers. Especially rares with unique drops (mounts,toys,pets,special transmogs).
Why?
Its simple: beside the fact that all rares bellow Draenor expansion (including Draenor) can be killed in one-hit,wich makes their hunt very difficult, there are people who kill them even if they recieved the desired drop from that rare. The reason why they do it? Who knows…to sabotage others, fun,we dont know.
All other mmorpg’s wich have rares in their game, have powerfull rares that cant be killed alone. Thats the ideea of a rare mini-boss in game: to be killed hard and random respawn time.

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That would be a terrible idea, there have been plenty of times where even on a heavily populated realm, i find myself alone at (for example) Oondasta for long stretches of time. And Oondasta is a world boss who drops a mount that a lot of people are still missing, easily accessible and farmed by thousands and thousands of people a week. No making old content hard to kill seems counter-intuitive to me.

I kinda doubt that people going out of their way to kill things just to spite others is a real commonly occurring problem.
But anyway, in the case of your Houlon, he is one of many Timeless Isle rares and people kill all rares there that cross their path, if for nothing else than they give Timeless Coins which coincidentally allows them to save up for another serpent mount. (so even people that already have the [Thundering Onyx Cloud Serpent] could be killing Houlon for mounts technically speaking, although i wouldn’t see them bothering to camp him specifically.)

Not really, even in current content there are a ton of rares you might randomly run into in Vol’dun or Drustvar right now while worldquesting, that you can (and would) kill in 2 seconds flat without blinking. Some have unpredictable respawn times, but most do not. And being hard is always subjective, even when it was current content, Houlon would often be obliterated in seconds. Rares haven’t been much more than just named mobs with better rewards than the unnamed mobs around them in a long time, and some have something special to offer, but really most don’t (and even less so after newer expansions are released).

This is the only part where i do agree. The fact that many such rares/bosses die so fast can be a problem, because it can mean that even people that took the time to camp it, and are present and awake when it spawns, can sometimes miss out on a kill.

For the 4 Pandaria world bosses (and likely for the WoD world bosses too i presume) they have largely fixed this problem. When any of them spawns, no matter how much damage someone does to them the first few seconds they kind of seem to death-resist / selfheal through that. It only postpones the inevitable for 2 or 3 seconds or so but that is enough for other people who are camping to tag it at least. I don’t remember when exactly it was added, and i don’t even know what it is called.

I think this concept was a very good idea. Personally i would stretch it a little bit and make it more obvious, by say making the mob have a buff like:

  • [Fear of Death]
  • Staggers 100% of all damage and prevents death until it expires
  • 12 second buff duration
  • Auto-refreshes every 5 seconds while the mob is not in combat.

This way when the mob gets pulled, he will always have somewhere between 7 to 12 seconds of time left on the buff. During this time, he will not die, giving everyone nearby plenty of time to tag it. The second that buff expires he’ll likely instantly collapse if he was engaged by 1 or more max level players.

The fact that the debuff staggers the damage (instead of being immune to it) means, that in the uncommon situation where a group of level appropriate players take on the mob, they do not get penalized. All the damage they do to the mob basicly get “saved up” until the buff expires and then it all instantly gets deducted from his healthpool, after that: he will either die, or function like any other mob in the game, depending on if the saved up damage was enough to kill him.

[Fear of Death] could be applied to all world bosses by default (even the BfA ones, there is no downside and no reason to wait with introducing it until the next xpac), and in addition to that it could be applied to certain rare elites or somehow special mobs.
Personally i would add it to Houlon, Goganarr, Urdur, Rattleskew and perhaps Garnia on Timeless Isle for example.

Perhaps an argument could even be made for applying a slow version (with an even longer stagger duration) to certain mobs with randomized spawns (like Hellbane rares in Tanaan, or Sha of Fear before they reduced his spawn locations to one), and a fast acting version (reduced stagger duration, only preventing death in under 3 seconds orso) to all rares in zones like Darkshore, Arathi, Timeless Isle, Isle of Thunder, Tanaan Jungle, Broken Shore, Argus, …and so forth, but i’m drifting off topic.

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Why? And DONT bring a comparation as example (like you did with Oondasta). Bring a logical reason.
The comparation with Oondasta was really ridiculous. And you know why? Oondasta drop is locked weekly. Once killed and looted, you cant loot him anymore untill next reset. Thastwhy Oondasta isnt so “camped” as other rares. Beside that Oondasta has a fixed respawn time, compared with other rares in game. While Huolon and other similar rares dont have loot lock. You can kill 10 times a day Huolon and get 10 mounts (if you are lucky). Not to mention the Time-Lost Proto Drake, same story.

I dont doubt it. I am sure that this is happening. I dont say that all players do it, but there is a percentage of players that do it. And because we are at Huolon topic, i have a real experience that happend not long ago: i was killing some mobs near Huolon spawn location, for coins and suddently Huolon appeared. Another player killed him instantly and i was out of range to hit him ( i was 50 yards away). Out of curiosity and frustration i went armory and checked that player. Guess what? He already haved the mount. And not only that he haved, he haved him since 2014. I pm-ed him and asked him why he killed Huolon if he already has the mount. His answer? : “-Because i can” …

I think your ideea is wrong. Why is that? Because their drop rate is very,very low. Huolon mount drop rate is 0,9%. Thats very low. So, at least give players the chance to kill him. With your bla bla fear and staggers crap, if there is only one player on the map, that guy will kill him alone. But if the rare is hard to kill, that player must open a party and invite others, therefor giving a chance for others to get the mount. Imagine this: on a server there are between 20-40 k players. What chances has a player to encounter the x rare? What chances has the same player to get the desired loot (mount for example)? Divide the chances of finding the rare by the chance to get the loot and you will have a result of less than 0,1% to achieve your goal. There are players that camped the Time Lost Proto Drake for hundreds of hours (scouting and wandering in the zone) and still dont have it. Then a idiot who already has the mount, comes and finds him by luck (while the unlucky camper is 200 yards away) and kills him with one normal hit (he doesnt even needs to use a skill for that).

A logical reason ? Because Houlon is still as strong as he’s always been, just because we put in some work and got much stronger over the many years doesn’t mean he is supposed to. How about you provide a logical reason why things should suddenly massively rescale and change, just for you, after so many years.

There’s a massive sea of outdated content from previous expansions that has turned super trivial, and i don’t see you complaining about that needing to be changed.

The OP described 1 little annoyance about Houlon, something he’s already found a way to work around (“staying up late”) but which is still annoying him, seems fair. You added it’s a problem that it can be one shot which i agree with too.

Both can be addressed with a little bit of instant-kill-protection, such as they already did for the pandaria world bosses; that actually solves all of that without having to resort to fundamentally change old content and suddenly requiring level 120 players to create groups with tanks and healers to be able to kill lame old content they’re just farming to fill out their collection.

Really ? Your example of this happening is really just failure on your part. You were 50yd+ away from the spawn, so you weren’t doing your job camping him, even though you know he dies in a second, rookie mistake. And, again, something that would have been a non issue after the change i proposed.

Nothing you describe points to this guy having killed it just to spite anyone.
His reply seems fairly normal for being whispered out of the blue, by a random someone he didn’t know, who wants him justify killing a mob 10 minutes earlier.

And it seems to me you then just make up a ‘percentage of players’ being spite killers, but whatever.

It is a 1% drop rate, not uncommon among mounts. And unlike many instanced 1% drops, he is not time gated so you can kill him much more often, many times a day if you really wanna go down that route. So he isn’t a particularly rare mount at the end of the day, and most people don’t spend a year going back and forth until they finally get him.

And giving them a chance to kill him is what my proposal would do. Granted, so would your “scale it to be a BFA worldboss” proposal, which is effectively what your proposal is, but that brings many other changes with it that i don’t think are desirable.

Seeing as he spawns in the same place and his spawn timer is even pretty predictable in many situations that 10 fold reduction makes no sense.

Someone 200 yards away is not a camper. And if there is any idiot at all in what you describe, it would be the supposed-camper.

Yes there are, and i used to be one of those, until i did get it.
And guess what, the TLPD is a joke to get now too.

But there is almost no similarity between these 2 mobs.

Even when timeless isle was current content, Houlon would be dead seconds after spawning and if you weren’t camping him you’d have almost no chance of reaching him in time.
Hell, i remember missing out on Houlon kills multiple times when it was current content and i was standing next to Leafmender (is closeby) while houlon spawned, still had noone to blame for that but myself.

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Yes a LOGICAL reason!

Are you serious? Really?
What work you put when BFA started? You equiped by default just by doing storyline a set of 300+ ilvl green gear and with that ilvl you one-shot Huolon. Where is your work there?

Not for me first of all. For everyone. And a logical reason would be this : as i said above, rare means rare. That means is hard to obtain it alone. Thatswhy its a rare. When you one-shot a rare that has a unique and rare drop like Huolon, then he is not a rare. He is just a simple, common mob with a 30 min cooldown respawn that has a unique drop.

Because this post topic is about Huolon. So why would I start talking about other “super trivial content” in a topic regarding rares and their drop? You realise how ridiculous you are? Right?

My intention was not to camp him. The fact that he spawned when i was collecting coins happend randomly. So it wasnt a rookie msitake.

Really? Mate, are you really serious? Why would you kill a rare that has a unique drop when you already have that drop? What would be the real reason? Except “spite” other players and sabotage their farm for that rare?

I dont make them. They are. I dont know the exact percentage of “spitters”, but they are there.

Thoose examples where for the TLPD , who’s spawn points are different and at random times. Not even now, after so many years, nobody concluded the exact spawn point and time.

How come everytime there must be a smart-as# that comes and say that everything in this game is a joke and very easy?

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We leveled from 90 to 120 since Houlon was current content, duh.

I already answered that before, not going to again, but you’re just using a different definition of rare than Blizzard does. Which is your problem.

If you weren’t camping him then you can’t complain when someone else kills it without you getting a chance to get in on the action.

Again, already answered before. Maybe for timeless coins ? maybe in order to complete the weekly quest, maybe because “he crossed his path, and why not ?”. He can kill whatever he wants.

If you were farming it, then you’d be camping it (since you know where it spawns and how short it lasts). Seeing as how you weren’t camping it, you weren’t sabotaged either.

Because it did get a lotttttt easier. Because the game evolves over time and generally speaking legacy content becomes easier, not harder (there are exceptions, but TLPD and Houlon are not exceptions).

The fact that we now have features like being able to group with characters on other realms (and then phase to that realm) have a massive impact on things like the TLPD. You couldn’t do that during Wrath of the Lich King.

Also, the Class Trial feature allows you to camp it with high level characters, on many realms at the same time, for barely any time investment at all. Again, you couldn’t do that during Wrath of the Lich King.

Also we now have years worth of data, which has given us a much better understanding of how many spawns there are, what the exact flight paths are, the ratio of veragosa vs tlpd spawns, etc. This data is now easily available in guides for everyone, including with useful analysis and tips.

I could go on with more reasons but why bother.

.

Anyway, i think you’re just being a salty drama queen with silly ideas about what the game should be and silly reasons for labeling other players as saboteurs all out to cause you frustration.

Trying to talk sense to you is proving about as productive as farming Houlon while not being in casting range, so i’ll leave it here.

No. Old content has absolutely no need to be made harder. It had its time in the sun.
Instead, they just need to do what they did to every old world boss. Once it spawns, it’s practically immune to damage for the first couple of seconds, allowing multiple people to tag it.

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