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Thread: Bloodlust Feedback

  1. #1
    Plane Touched starg's Avatar
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    Default Bloodlust Feedback

    Murdantix
    Green ground AEO are ticking for 15-20k every 2s, it feels they aren't ticking hard enough or often enough. The visual effect also is larger than the actual effect.
    Demonic leash color is the same as purifier channel, It can be confusing if you use a ranged purifier. An aura or an AoE could make it easier to see.
    Demonic leash will hits for 70k if Pounce (the bump, 20k) occur at the same time, it's an instant death "bad combo".

    Molinar & Dolin
    Curse blow is marked as interruptible but isn't and isn't dealing enough damage, it's easily healable.
    Aggro on Dolin isn't working properly, we couldn't do much testing cause of this, we'll be waiting for the next PTS session to give more feedback on this fight.

    Inwar DarkTide
    Right Side
    Slime can spawn under the ground.
    Then you kill the big Slimes, the little one might spawn under the ground and not do anything (no aggro, and can't enter the combat zone)
    Denizar kiteable, stacks may be too effective and the tank won't survive.
    Left Side
    The overall damage is too low, feeling a bit boring while the other side is more challenging.
    Crocodile aoe damage is too low.
    Rotjaws isn't spawning seacaps like he used to at level 50, not sure if intended. It dumbing down this part of the fight even more.
    Stacks applied to the tank may fade before the next one is applied, lowering the incoming damage on the tank a lot.

    The blue ground aoe bumping distance is too short distance, taking one has almost no negative effect, since damage is also too low.

    Inquisitor Garau
    Pets always die really quickly, no apparent reason but the AoE damage not being flagged as AoE and so not being reduced on the pets.
    Arcanist has too many hp or run too fast ? Cannot movement impair them. Make them untargetable or immune to everything to make this an obvious mechanic, there's no need for this add to be like it's like it is right now.
    Big Seacaps seems to have to few HP.
    Little Seacaps have to many, and are all spawning at the same time.
    Bloodtide isn't always mitigated by guard, might be a bug (Players are standing right on the tank but the damage still isn't mitigated)
    The white ground aoe around Garau isn't dealing any damage.
    Gglacial shields effects aren't noticeable.

  2. #2
    Plane Touched
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    Quote Originally Posted by starg View Post
    Murdantix
    Green ground AEO are ticking for 15-20k every 2s, it feels they aren't ticking hard enough or often enough. The visual effect also is larger than the actual effect.
    Demonic leash color is the same as purifier channel, It can be confusing if you use a ranged purifier. An aura or an AoE could make it easier to see.
    Demonic leash will hits for 70k if Pounce (the bump, 20k) occur at the same time, it's an instant death "bad combo".

    Molinar & Dolin
    Curse blow is marked as interruptible but isn't and isn't dealing enough damage, it's easily healable.
    Aggro on Dolin isn't working properly, we couldn't do much testing cause of this, we'll be waiting for the next PTS session to give more feedback on this fight.

    Inwar DarkTide
    Right Side
    Slime can spawn under the ground.
    Then you kill the big Slimes, the little one might spawn under the ground and not do anything (no aggro, and can't enter the combat zone)
    Denizar kiteable, stacks may be too effective and the tank won't survive.
    Left Side
    The overall damage is too low, feeling a bit boring while the other side is more challenging.
    Crocodile aoe damage is too low.
    Rotjaws isn't spawning seacaps like he used to at level 50, not sure if intended. It dumbing down this part of the fight even more.
    Stacks applied to the tank may fade before the next one is applied, lowering the incoming damage on the tank a lot.

    The blue ground aoe bumping distance is too short distance, taking one has almost no negative effect, since damage is also too low.

    Inquisitor Garau
    Pets always die really quickly, no apparent reason but the AoE damage not being flagged as AoE and so not being reduced on the pets.
    Arcanist has too many hp or run too fast ? Cannot movement impair them. Make them untargetable or immune to everything to make this an obvious mechanic, there's no need for this add to be like it's like it is right now.
    Big Seacaps seems to have to few HP.
    Little Seacaps have to many, and are all spawning at the same time.
    Bloodtide isn't always mitigated by guard, might be a bug (Players are standing right on the tank but the damage still isn't mitigated)
    The white ground aoe around Garau isn't dealing any damage.
    Gglacial shields effects aren't noticeable.
    If bloodtide is what I think it is (the cast hits everyone with water orbs) - its now a percentage based atack like the bubble around garau.
    Last edited by CrackaJack; 03-24-2015 at 10:48 PM.

  3. #3
    Soulwalker
    Join Date
    Nov 2013
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    Seems from the tooltip that you have to stand next to the tank to mitigate the damage
    A tank should have more than 9.5/10% guard, and 10x this amount should allow you to survive
    But, as Starg reported, sometimes you take the full damage at the end of the debuff even though you have the guard buff
    Also, not everyone gets the debuff
    Maybe the tooltip is not accurate, this is another possibility
    Last edited by Wanz; 03-25-2015 at 01:36 PM.

  4. #4
    Plane Touched starg's Avatar
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    Jan 2011
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    Sicaron

    There's an issue with the hitbox, even by being in melee range, you can't hit with melee range attacks.
    Raid damage doesn't seem to be challenging.
    The tank debuff have time to fade before it is re-applied sometime. (Currently the debuff isn't working)
    The amount of cleanse required seem a bit off with the current souls, might be a 20 people affected debuff in two or more wave, to require some coordination on the healing part.
    The DPS check did feel tight, not impossible though.
    The tanking debuff might be used in a different way, from what the dev told us when we were testing, the debuff will make it impossible to solo tank it, or not to swap tank, it might be interesting to allow the solo tanking but requiring good defensive cooldown rotation for the tank to surive.
    Holy Contract doesn't show on debuff on in raid, we can't know except from the announce who does get the contract.
    Holy Contract can apply to the same player too often, the same player shouldn't be affected twice in a row by this, it could be interesting and require the tank(s) to use their interecept on the player with the contract so he doesn't die (If you want to require two tanks, give them something to do, if you choose the solo tank to be an option, this can be ignored since the tank will have to do everything, cooldowns, positioning etc...)

    Garau
    Little seacaps have too many HP, or shouldn't be immune to crowd control or spawn too often, or the three packs shoudln't spawn at the same time.
    Tanks shouldn't be affected by Mark Of Dissention or Soul Purification or Contamination.
    Glacial Ghields isn't hitting hard enough, it's not a punishing mechanic, you can just ignore it, considere tunning up the damage reflected ?
    Cabalist tyrany's are procing when the seacaps are getting eaten by the inquisitor.
    Garau's cleaves are hitting the golems, and procing the coda of jeopardy.
    Last edited by starg; 04-08-2015 at 12:11 AM.

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