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Thread: Trinity Feedback - 3/12

  1. #1
    RIFT Guide Writer Deeew's Avatar
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    Default Trinity Feedback - 3/12

    Aggro range is too high for multiple bosses including Murdantix and VPrime. (bigger than 30 meter aggro range)

    The ability to purchase soul walks, Feign Death, Sneak, and Group Summon will grant the ability to skip lots and lots of trash, some sort of social aggro should be considered if you want trash to be attempted.


    Sicaron:

    Moldering Decay hit for incredibly small numbers, needs to be boosted considerably.

    No purge mechanic in fight

    No tank swap mechanic; If one was supposed to be added*

    Healing seems to be very easy for aoe healing, perhaps consider faster ticks of damage or higher ticks of damage, depending on what dev's idea of healing comp should be. As a healer I find it non-challenging in current live gear, imagine once fully geared.

    Grug:

    "Death zone" up at the top of the ramp.

    Movement speed will cause multiple mechanics to be non-factors, such as the poopie puddles. Suggestion to remove movement speeds from the encounter spaces, or to increase the speed in which the pools tick dmg, or increase the size of the pools to account for movement speed.

    Current popular dps specs w/ AoE cleave dmg could cause issues w/ spider buff management.

    Consider being able to target/debuff/precast on Grug while he is underground. Although it was classic HK to have him be submerged and immune, it may be a nice QoL change to be able to have him targetable and non immune while submerged pre-pull.

    Zilas:

    Multiple attempts the spin laser mechanic did not trigger at a consistent rate. Some pulls 70% some pulls 90% some pulls not at all.

    Tank dmg is high at some times, and low at others. The skeletons will destroy tanks.

    The crystals did not seem to boost dmg taken by any stunned add.


    Aky:

    Jornaru had weird health amount (42mil)

    The Abyssal silence should be a debilitate.

    The 2nd phase platform never appeared after transition, the phase 3 platform was always there.
    Last edited by Deeew; 03-14-2015 at 07:04 AM. Reason: tweaked format fixed spellings
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  2. #2
    RIFT Guide Writer Deeew's Avatar
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    Additional Feedback:

    Grug

    Grug’s underground phase has to be sped up to match current movement speeds by players, or slow down players to match old movement speeds

    Darktide
    Speed up time between mechanics on all encounter bosses/mini bosses. Way too much delay between mechanics.

    Adds which spawn after first mini’s are dead had 1 health.

    One of the mechanics (lightning rod?) was not correctly being mitigated by guard.

    Darktide is kiteable

    Matron

    Add the instant-kill boundary from top floor to prevent ppl from jumping down w/ the adds.

    Reflects were not working 100%, something was eating the reflect occasionally, perhaps from the small adds.

    Sicaron
    Tank debuff not working correctly

    Purge was invisible on player client.

    The slower ticks of dmg for increased amount was working better, in my opinion, than faster ticks for less dmg. We just need to find that sweet spot. If anything, keep the dmg how it was and give the puri something to do?

    King Molinar

    Mages would lose agro on prince constantly to all other players, not just tanks.
    Last edited by Deeew; 03-19-2015 at 11:06 AM.
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  3. #3
    RIFT Guide Writer Deeew's Avatar
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    Cont.


    Murdantix
    Low cleave damage – Was fixed with hot-load

    Timer on leash was a bit short, standing 20+ meters away at the time of getting the mechanic means death even with insoles. Perhaps the distance from boss is not reducing the damage enough on a per-meter basis? Individuals standing in “melee” distance still took 200k hits.

    Wall tanking still seems to be a viable option, may need to be considered. Perhaps adding a melee/tank poop to encourage kiting around the room instead of wall stacking.
    Demonic Blast has no purple circles to indicate non-stacking.
    Aggro range on was extremely large.

    Matron
    Damage running down to click the portal on the bottom level seemed small. Self-shield + heal pot was sufficient. Should require heavier healing/shielding by healers to keep that person alive.

    Still no instant death from jumping down from the top floor (may be fixed with Wed patch)

    Darktide
    Rock on right side was mentioned as something that Anony wished to change.
    Being able to tank and kill the two initial minis at the top of the ramps seemed to be made impossible w/ Maelforge mechanic? =D

    Mechanics are still slow, need to be made more frequent, fight was slow paced for dps’ers, needs more action. More frequent blue circles, more frequent mechanics, and more movement requirements.

    The “gaze” on the ?tide wardens? (can’t remember exact names) seemed to do more damage if interrupt was missed back “in the day” however does not seem to do much currently in new HK.

    Shorten transition periods between phases. Faster movement speeds make it so there was no “rush” involved between phases, which used to feel much more hectic in the first HK.

    Estrode
    QoL would be to allow souls to be there pre-pull to help positioning.

    Many abilities still need to be tuned for higher or lower damage values.
    Example Unstable Transformation needs to be increased

    Healing flood needs to be decreased.

    Rain of Arrows needs a larger delay between when the circles drop and when the damage begins. Two circles on top of each other leave little to no reaction time to get out of the danger zone before damage ticks begin.

    Soul steal hits extremely hard – required to top up 90% health is extremely dicey, unless that mechanic is meant to act in a different way and the fail check was 90% health loss.

    GTAE’s on the ground had visualization troubles for some individuals, very faint for others.

    The ground poop death area was not showing up on the raised ground levels on the platform.

    Zilas
    Perhaps double up the beams, like Savalrola, double sided beam to increase difficulty. A single beam at the speeds in which it moves compared to our movement speeds makes it for a snooze of a mechanic in current meta.

    Suggestions were offered to add jump pads, similar to volan platform, to allow for melee players on the main platform to “jump” to the higher levels of the area on both left and right side. This is a QoL suggestion for melee.

    Grug
    Multiple mechanics need to be sped up. Gtae abilities need to trigger and drop quicker, underground movement should be sped up for grug, spiders need to be sped up.

    All of this is intended to bring speed of mechanics up to the difficulty they were back in original HK, which is not possible with current player movement speeds.

    Vlad Prime
    Many report a need to help make fight more “melee friendly” in terms of run speeds, one-way portals, or other suggestions to make the fight friendlier for melee players. This is dev discretion of course, and the fight may be designed for 100% ranged.

    Trash
    Shared agro or linked to boss in some way which prevents total skipping of trash.

    Abilities still flagged as “cleanseable” on raid frames, which are not cleansable.
    Power Sink is one of those abilities.
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  4. #4
    RIFT Guide Writer Deeew's Avatar
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    Power Sink - Flagged Cleanse-able.
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  5. #5
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    RKM / Prince
    • Prince's initial threat likely too high, 30m threat is more damage than most players would do the entire fight. However, before this change the threat over time was too low. Also, if they do change this, the amount of threat gained might need to be scaled based on global cooldown length, or players will have to use a build with 1s global cooldown to keep threat.
    • Health of Reventes(sp) and Forgotten Dwarves seems to be on the high side.

    Overall damage of mechanics seem low and not punishing (red sections, expanding poop)
    • Cursed Blows dmg needs to be increased – was only doing 30k to melee in later stages of fight.
    • Purple circle damage needs to be increased – It used to two shot you. Currently 17k per tick.
    • Corrupting Shadow – Soul Siphon(spelling) was doing 0 damage and stacked which also did nothing. May want to add damage per stack, or just damage in general.
    • The aggro on Corrupting Shadow's soul siphon seems to be directly linked to heal aggro, which was causing healers to gain attention of corrupting shadows quicker than others.
    • Corrupting presence does 17k dps to a non tank target. unsure on the tank, might be this way because of the damage stacks Molinar gets throughout the fight



    Vlad
    • Max damage at 60 stacks was 35k hit of Ancient Flames
    • Over 6:04 pull a healer took 14 hits of damage- 10 Ancient Flames ticks, 4 Crystalline Spear ticks.
    • Ancient Flames damage and/or frequency needs to be increased
    • Range issues create opportunity for dps to hit both boss and adds in light at a safe distance on the ramp.


    Aky
    • Major issue with the graphics of platform 2 and 3 (believe it was introduced with t3 SL Aky)

    Zilas
    • Beam still not fast enough to make up for insoles + PA points.
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