We have decided to release the feedback we have been sending to the DEVs during our PTS Testing Sessions.
We are doing this to hopefully inspire other guilds to do the same in the future if they wish to have a better experience with future RIFT raiding.
Personally, I would like to thank the Raid-DEVs for all the hard work and dedication they have put into this tier. I wish they were given a little bit more time ^^
As a guild, we have always thought PTS testing as "giving back" to the Game and the Community we loved.
Writing such amounts of feedback is not an easy task. It requires a lot of time invested AFTER test sessions to gather info, write it down, organize it and often go back and watch video records for many hours to catch details you didn't notice while in the "heat" of the fight..!
Disclaimer: The dates bellow do not all represent our PTS sessions. Some of the dates are from the days I would watch records and write additional feedback for another 2-3 hours.
Originally Posted by @Pagura
Originally Posted by 18/09/2015
- *Shattering Roar:* Shattering Roar is casted on the active tank. Therefore, if the tank dies during Shattering Roar the boss will stop casting Shattering Roar and RESTART casting it (another 15 seconds of cast).
- *Shattering Roar Exploit:* You can LOS shattering roar behind ANY rock in the room. There are at least 2 of them we found already. Also it's likely you can outrange it but it's pretty hard.
- *Slice & 2nd Slice:* Gonna explain how it works to reveal the issue created. Basically, Second Slice is supposed to go to the Highest Threat Target BUT WHO HASNT RECEIVED "SLICE".
As a result, when a tank swap happens the tank who taunted the boss is now the highest thread target but he receives SLICE so he is not eligible for SECOND SLICE and at the same time the tank who got swapped had already received SLICE while tanking so he is not eligible for SECOND SLICE either. This will cause the SECOND SLICE to go for anyone in the raid with the highest threat besides the tanks (since they are both ineligible).
The way we fixed it was by taunting early at 3 seconds to line up slice and second slice in a way that it wasn't messing itself up.
- *Nerve Pinch:* It's supposed to be uninterruptible but atm it can be interrupted (it's a blue cast atm)
- *Nerve Pinch:* When applied on a tank it reduces its maximum HP down to 10%. The way the new shields work is that you cannot shield someone for over 50% of his HP and the shields can only absorb 85% of damage received (damage penetration).
The problem here is that you need 2 tanks in front of the boss otherwise the boss gets a 10% reduce damage taken buff but keep in mind the boss cleaves for about 100k damage in front of him.
Therefore, the tank who has just received Nerve Pinch is either going to die to the next cleave no-matter what shields you use on him or he will have to run behind the boss making him take 10% less damage from the raid.
We suggested that tanks affected by Nerve Pinch are immune to boss cleave for the duration of Nerve Pinch.
- *Numbers Tweaking:* Since you asked, I don't think we can give good feedback regarding number tweaking right now mostly due to the fact that we haven't seen much of the encounter and there are some mechanics that need to be fixed before we know what we can do and what we cant. We will have a better idea tho, soon. ^^
- Curse of 4/5 Graphics: The GFX needs to change. Colorblind people cannot see the AOE because the borders are solid red but the filler colour inside the AOE is too smooth
Originally Posted by 24/09/2015
Pain-bringer // Travel Time issue
Description of the issue:
Right now Pain-Bringer is a projectile the adds throw on a random player. There's a cast time of 2 seconds and as soon as the projectile hits the targeted player, plainbringer will disappear. The problem here is that melee have far less reaction time than range players.
To resole this there are 3 options:
1) Increase the projectile cast time to 3 or 3.5 seconds (up from 2) to give more reaction time to players to move away and position themselves on spiders/nests
2) Increase cast time to 3 seconds & add a FIXED travel time of the projectile of X seconds (for example, 3 seconds for boss to cast the projectile and another 3 seconds fixed travel time for the projectile to reach the targeted player)
3) Increase cast time to 3 seconds & change the projectile into a debuff applied on the targeted player that lasts for X seconds (say, 3 seconds duration of debuff) so that he has enough time to go kill Nests/Spiders
Pain-Bringer // Nest & Spiders
- We suggested that pain bringer kills both spiders and nests, not just nests
Pain-Bringer // Add-stacks issue
Description of issue:
Basically, when you have the pain bringer you need to go kill nests/spiders which might force you to get into the territory that the other add applies/refreshes its stacks on you. Realistically, it's gonna be a real pain in the *** for players who receive pain bringer to reset their stacks.
- Pain bringer should cleanse the stacks off the player. (As explained during testing, PB cleansing stacks off the guy who got it won't really make the stacks mechanic easier simply because the raid needs to be split in 2 groups ANYWAY and those 2 groups have to swap from one add to the other to break the shields, so, even if I had PB and my stacks reset at the same time that my group had to change sides I would have to follow them so that we make the numbers on the add of that side - it's not like I can stay back to the previous add just because my stacks got reset)
Adds // Range VS Melee attacks
Description of issue:
The adds were able to both melee attack and range attack the tanks which made it really random whether they would follow tanks suddenly just decide to stand still in the middle of the room and not follow tanks back to the edge of the room after a tank swap.
After some discussion we came to the conclusion that there's no point for adds to move around so might as well have their melee attack removed all together (and keep their range attack only).
Cleave // Transition
- Boss should stop attacking before he phases from P1 to P2. Otherwise there's a chance he turns around while phasing to P2 and cleaves the raid (it happened like 3 out of 10 pulls)
Slice // 2nd Slice
-- As soon as we start tank swapping the 2nd slice gets a bit random and start hitting DPS/healers.
The way Slice and 2nd Slice work is that they both go for the highest threat target.
However, 2nd Slice won't go for a target that has been already hit by Slice.
As soon as a tank swap happens the tank who got swapped, who was also used to receive Slice, is supposed to get 2nd Slice since he just got swapped and the active tank is now taking the slices.
Unfortunately, from the above explanation both tanks have been recently tagged by Slice and none of them is eligible for 2nd Slice, therefore, 2nd slice will go on a DPS/Healer.
-- One way to fix it would be to change it so that who gets slice doesn't depend on threat but on who has Tank buff on (same way game give you guard as long as a specific for each class tank buff is detected).
-- Then Slice should always go to Pagura's target and 2nd Slice should always go to the non-targeted tagged-as-tank player.
This way you guarantee that Slice always goes to the active tank and 2nd Slice always goes to the off-tank.
Also, you can't cheese it by solo tanking it because 2nd slice can't go to the targeted tank and no-one else is tagged as tank, therefore, it will hit a DPS/Healer.
Originally Posted by 28/9/2015
[ Brachy/Crustok Shield spawn ]
Shields come right as soon as the adds spawn (at least for the right add) which means people lose ~2 seconds of DPS.
Brachy/Crustok shouldn't be able to cast shields for a couple of seconds at least from the moment they spawn.
[ Brachy/Crustok instant attack ]
When I had a spike of 300ms it was impossible to pick up the add before he insta shot and kill a raid member.
Brachy and Crustok should have 1-2 seconds idle time after they spawn before they start attacking to give enough time to tanks to pick them up.
[ Shields Issue - old issue ]
Basically there's an issue with shields in general.
Procs like ARC from Tempest and Blademark from Harb doesn't do any damage on them. It's an old known issue and that's why bosses like Johan (TF) got things like "anchors" or "collars" that you had to dps instead of shields.
Also keep in mind that having to switch sides due to debuff and then you find a shield that you have to break on top of that sometimes makes the dps feel like they are overwhelmed by the fight.. "having to run and break shields constantly"
Taking those two into consideration we suggest that:
A "dummy" of sorts could spawn on top of Crustok and on top of Brachy that you need to break within 15 seconds otherwise Fortified Body applies on them.
Now you could either be able to DPS Brachy/Crustok at the same time with those "HP dummys" so that people feel like they still do damage to adds while doing mechanics -- or -- that "dummy" could work like Vladmal Prime adds (or Akylios Stingers) and so the amount of damage dealt on it is also dealt on Crustok and Brachy.
[ Second Slice ]
Second slice was confirmed to be a low priority ability, thus, we only had 2 Second Slice swings for 11 Slice swings.
(Being a low priority ability made it being used even less often due to tank swaps and Pagura target drops like Shattering Roar).
-- Ofc one option would be to just increase its frequency
-- But I was thinking instead of messing with frequency of 2nd slice and possibly breaking tons of other stuff in the fight we could just make it do a little bit more than just damage.
Second Slice could keep its damage component but at the same time apply a purgeable debuff on its target that will cause Slice to insta kill that target
As a result, the offtank who will get 2nd slice needs to be cleansed because if Nerve Pinch happens on the main tank and, thus, the offtank has to take over while having that "2nd slice debuff" he will die by the next Slice (since he will now be the main tank after the swap)
...hope you get what I'm saying... (English not native language)
Basically, if you don't have an offtank (because he died) then obviously 2nd slice will go on a raider and kill him instantly (like it currently does) but even if you have an offtank the 2nd slice will do the damage and also apply a debuff on him that has to be cleansed BEFORE the offtank needs to taunt Pagura (after a nerve pinch) because receiving a Slice with that debuff on him would make him die instantly. (I think now it makes more sense)
[ Pain Bringer - projectile issue ]
A lot were said about painbringer.
After some discussion we think pain bringer should not be a projectile simply because projectile forces you to put additional rules for example that it will favor range people because if it went to melee it would have zero travelling time.
But that rule ends up creating more limitations because now you are forcing players to have a group of people stacking in melee and a group of people standing range who are responsible of dealing with Pain Bringer -- which makes the fight less engaging overall.
Instead we suggest that after the 3 seconds cast, Pain Bringer Is applied on a player as a DEBUFF that lasts X seconds (for example 5 seconds).
This can be anyone but tanks so that the whole raid needs to be aware of Pain Bringer Mechanic.
[ Pain Bringer - Pulsing damage ]
Right now pain bringer does not deal any damage to any adds or nests BEFORE the projectile lands on the targeted player.
In other words, even if the player is really fast and position himself on top of a nest and 10 scourbites he will have to zzzzzzz...wait.. for the projectile to land on him before he actually kills these nest/spiders.
Instead we suggested Pain Bringer - After it turns into a X seconds debuff - is a pulsing AOE that deals damage to your allies and deals really heavy damage on Nests/Scourbites.
As a result, people who receive Pain Bringer will have to run around in the room and kill Nests and Scourbites without dealing too much damage to their allies.
Also, that idea solves the problem we had with too many nests and scourbites spawning while too few Pain Bringers are being casted.
Right now the ratio is 2 nests for 1 Pain Bringer cast. However, the above suggestion would trivialize this issue.
[ Scourbite damage ]
Right now scourbites are dealing about 20k per hit on the tanks.
On phase-2 at some point tanks have 5-6 adds on them while tanking Crustok and Brachy. The latest are doing 100k damage per swing on top of the 5x 20k from ,say, 5 adds which is a possible 200k damage within an unhealably small time frame.
You also mentioned that scourbites are there mostly for their debuff rather than their damage so maybe you should pretty much HALVE their damage done.
Originally Posted by 05/10/2015
so i'll try to remember a few things we noticed really quick:
- it might have been the ice shards but double check if it's possible for boss to cleave right after shattering roar.
- curse of four/five/six need to share the same CD so that pushing bellow the boss % that triggers next Curse doesn't cause the back-to-back curse phenomenon to happen (we had back to back curse of 4 and curse of 5 happening pretty much all the time)
- slice might need a slight damage boost.
- pinched tank should keep his immunity to 2nd slice for 1 more sec after pinch debuff drops so that he doesn't instantly die by a 2nd slice but there's a small window of toping him up. (you could leave it like that too if u want healers to try adapting better to this specifically)
- Boss HP needs a boost. It takes us +/- 2 mins to get to P2.
- Phase 2 should not last longer than 3 minutes imo.
- Something like 3 mins for P1, 3 mins for P2, 2 mins for P3 sounds as a reasonable plan for an 8 minute encounter (I don't think 1st encounter should be a 10 minutes one tbh)
- We found a spot where you could still los Shattering Roar, if you remember on the last couple of pulls.
However, I personally believe the effort to run there and back is bigger than just doing the mechanic :P
- Crustok and Brachy (P2 adds) pick their targets instantly and so they will most likely attack and kill a DPS or Healer before tanks manage to grab them. That 4 seconds idle time didn't go through.
- Last but not least, cast time for Curses should increase similarly to the cones.
For example curse of 4 is 2.5 sec cast.
Then Curse of 5 should be at least 3 sec cast
and Curse of 6 should be at least 3.5 sec cast to give a little bit of extra time to more players to coordinate properly.
Originally Posted by 15/10/2015
ok Pagura feedback is going to be really short this time, that's good news I guess
- P2 stacks dropped because they were not reapplied often enough.
- AOE damage was low overall. ST damage on tanks was decent maybe a little bit low on P1 and P3.
- We dropped out of combat right after P2 (while pagura was respawning)
- We once got Contagion to jump to 3 people, 3rd guy got like 90% of his HP in damage but he didn't die (in case u wanna tune up the dmg scale on the 3rd person)
Other than that Pagura seemed to be pretty much ready.
We would test it once more after you increase the AOE dmg component and the frequency that the debuffs are applied by the 2 adds on P2
Originally Posted by @Lord Arak
Originally Posted by Krug - Lord Arak - 28/10/2015
- [ Hitbox ]
Hitbox is 2.7 meters. Sometimes this will cause melee to be locked on top of the boss and die to the next bubble that spawns around them or lock them outside of melee range.
A hitbox increase should solve this problem.
- [ Mage Squirrel break ]
Some sources of damage like PVP Trinket procs and other procs to break CC like a squirrel that is used on the Ghosts even if the Ghosts are supposed to be immune to damage so damage shouldn't break the CC.
- [ Ghost concept ]
We agree for Ghosts to spawn if you fail the interrupt (if you interrupt with negate buff up)
However, we have mixed feelings about Ghosts spawning over time.
The reason is that before we can kill adds there will be pretty much 4 adds spawning which requires 2 dominator mages to double squirrel.
Now this may sound interesting but it is actually really cancerous for the player who has to play that spec because even If they wanted to DPS the boss they can only have one /target and one /focus so there's no way to stay on boss over a few seconds if you have to keep an eye on 2 adds.
Also keep in mind that no other spec has a similarly effective way to control adds and adding more squirrels is gonna cause even more angry mages.
>>> Possible Solutions :
[ 1 ] Keep the Ghosts as a fail-rupt mechanic which means if you do the rupts properly there are no Ghosts spawning and to compensate for that add another mechanic. Anything you see fit (example, orb running to the boss that you must Stun and Kill before it reaches him or it will wipe the raid) // (you asked "what if ppl fail a rupt) people shouldn't fail rupts in the first place and if they do fail one it just makes the fight a bit harder until you get to the phase that ghosts become vulnerable to damage
[ 2 ] Significantly reduce the spawn ratio of these adds to maybe 2 adds before they become vulnerable. At least needing only 2 squirrels is far preferable than needing 4.
The 3rd suggestion I'll separate it because it's freaking awesome and I just thought about it and the possibilities it creates!
[ 3 ] Make the adds have no immunity (they still debilitate around them), however, pulling them in different color bubbles cause different effects on them.
-- Pulling them in a RED bubble kills them instantly.
Now that's really cool but if you wanna be able to do that you have to decide to leave the red bubbles on the floor intact during the "vulnerability-phases" which will make the "movement-phases" harder.
-- Pulling them in a BLUE bubble removes their debilitate buff.
That's also cool because you don't care that much about killing or not the blue bubbles during the "vulnerability-phases", however, you still need to kill this add sooner or later If you don't want your tanks to go splat! (plus your tanks may have to AOE taunt when they tank swap on boss especially if you make the tank stacks increase the damage taken by Ghosts too)
-- Pulling them in a GREEN bubble stuns them permanently.
Now that's also awesome because you get rid of the add as well but you cannot kill that specific Green bubble anymore during the "vulnerability-phases" because if you do that will free the add you have trapped inside!! (Just make sure that at 40% when bubbles disappear also all trapped ghosts disappear)
>>> All bubble effects are really good and really ****ty at the same time <<<
>>> In the end is a matter of strategy and bubble color availability <<<
>>> PICK YOUR POISON!!! <<<
- [ Ghosts HP ]
Adds have 10m.
We think that's a little bit too much if you have to kill them during the mid-phases.
- [ Negate buff drop ]
He drops his buff during the 2nd phase sometimes.
His negate buffs should always keep going without ever dropping otherwise it messes up with interrupt decision making.
- [ Interruptible Cast Functionality ]
The issue now is that SOMETIMES the Buff on the boss changes right in the middle of the cast. Causing players to fail the mechanic because the reaction timeframe is extremely small. inhumanly small i'd say.
There are 2 ways of getting around this:
[ 1 ] Make the cast register which buff is on the boss when it starts and not when it stops (due to rupt or due to completion).
In other words, if Pain cast started during Pain buff you should not interrupt whether or not the buff changes to weakness or petrified.
[ 2 ] Implement a change on the Buff's end.
Right now when a buff is about to swap the code gives 1/3 chance to all 3 buffs to be chosen. Instead add a "while-do" loop before the "random draw" that says "while X_cast is happening, do X_buff" considering that Pain, Petrified and Weakness are X,Y,Z
- [ Divide & Conquer ]
Divide and conquer is currently doing 12k per person in standing in the same safe zone.
We think a better number would be 10k damage per person standing per safezone because our raid is going to be split into 3 groups (6 players, 7 players, 7 players)
Our current average HP after buffs is ~84k HP (More if the bard is in your group)
As a result having 7 people is perfectly safe, 70k damage.
Having 8 people is very tight, 80k damage.
9 or more people is a wipe.
- [ Gate behind Lord Arak ]
We found a game breaking exploit.
A mage can duel someone and squirrel him. Squirrels move randomly and they can go through gates like this.
As soon as the squirreled player goes through the portal you use "Break Free" and TADAAAAAA you have just skipped Lord Arak.
Now you can summon your raid and go kill the rest of the bosses before anyone else has even killed Arak.
Originally Posted by Krug - Lord Arak - 28/10/2015
- Phase 1
Mind Blast immunity didn't work when we moved the cone on the white area. happened once tonight and once last time we tested.
Idk if the source of the problem was the same but today the problem was that when you enter a marked zone that applies a buff or a debuff on you it registers you one second later.
Crystals hitbox was too small during the "vulnerability-phase".
purely melee specs like shamans had issues getting close enough to dps.
Red/Green/Blue bubbles either go on CD after they hit a Ghost or they can only affect 1 Ghost or sometimes they bug and they don't do anything on Ghosts.
There was a red bubble right behind the boss that indeed hit 1st ghost for 50% of its HP and then when 2nd Ghost spawned it was able to go through the same Red Bubble without getting any damage at all.
- Phase 2
You can stand in between the despair orbs and not take any damage. The bubble graphic around them is probably smaller than the radius their damage can reach.
Originally Posted by @Lady Envy
Originally Posted by Icarus - Envy - 12 Oct. 2015
- Lady Envy's hitbox is very small. Melee and tanks have trouble hitting, they need to stand extremely close to her.
- Lady Envy shouldn't be able to cast the "Embrace of Envy" for a couple of seconds when portals spawn.
There's no-one to interrupt the cast because everyone is running for portals and tanks are lifted to the air.
Unless you make "Embrace of Envy" not pick tanks so tanks are responsible for interrupting the cast.
- "Envy's Focus" can be casted twice on the same player who has "intercept" tank CD debuff (2 min debuff).
The mechanic is meant to be intercepted by the tanks but intercept gives a 2 min debuff that the player cannot be intercepted again. Therefore, if the same person takes the mechanic twice he is going to die unless he receives heavy CDs.
Basically "Envy's Focus" shouldn't be able to pick targets with intercept debuff.
- The fight looks good. The mechanics look good. However, the landscape feels like it was designed for another boss, not for Lady Envy.
It feels like Lady Envy was designed for a much smaller room but you just threw her in a huge room that she can function properly into but none of the mechanics really utilize the room.
The occulons for example are always moving in the same pattern therefore you can literaly do the whole fight standing on the same spot and slightly moving in a pattern to dodge occulons.
There should be a mechanic or a change on how oculons work so that players have to move more and therefore utilize this big room much more. Make the fight more dynamic (without making it too much subjective to RNG or too difficult)
- As said above, due to landscape not fitting perfectly with the mechanics, currently, you have to run 12 seconds on average to get into portals.
QoL change would be able to get some sort of speed buff (people are just gonna craft speed pots otherwise)
You could even make the speedbuff into a mechanic that you have to execute correctly in order to get the boost (example; boss gets a 5 stacks of a debuff that you can purge. each time you purge the raid gets a heavy hit of damage and a 5% speed boost. You have X seconds to purge enough stacks to give your raid a really good speed buff, however, if you get too greedy and purge too fast you will kill everyone. One purger should be enough to get them all so you dont need to many purges but there needs to be coordination with the raid healers. it's similar to volan mechanic, it's not hard. just spicy)
- After killing "Nightmare of Envy" (the add on the platform after you take the portal to survive singularity) you can change specs or gear etc. There's a combat drop.
- After killing "Nightmare of Envy" and returning to the main platform Lady Envy started casting "Embrace of Envy".
There was not enough time to run back and rupt it.
However, luckily enough for us the cast didn't catch anyone and didn't do any damage to anyone (basically we outranged the mechanic since we were all too far and running back)
- "Envy's Focus" can be cast on pets and even nano vortex (crucia's cape proc that appears like a small aoe on the floor)
- Currently, after killing the adds on the platforms you port back to the sides of the room and u have to run back in the center to reach the boss.
You should be teleported back to the center of the room QOL change.
Originally Posted by Icarus - Envy - 13 Oct. 2015
- "Embrace of Envy" should turn into an interruptible 1.5 sec cast with an uninterruptible channel following if you fail to rupt it. Basically instead of waiting for a 3 second cast and then interrupt the channel.
It's a QoL change and also an alternative suggestion for when we are running to the portals because as explained above, right now we cant react to the mechanics if we are running to the portals and the tanks get picked up.
However, if it was an interruptible cast at the start tanks would be able to rupt it before it goes through while DPSers are running for portals.
Originally Posted by Icarus - Envy - 18 Oct. 2015
A few extra notes for Lady Envy:
- Cleave (1s cast) doesn't kill players. Deals about 50% of their HP in damage. Is that intended?
- Oculons deal both the damage and the knockback in the same ability called "Propel". As a result, if you are immune to knockback (like paragon Way of the Mountain) you are also immune to the damage.
- Rapid Strike (tank focused damage) :: was it nerfed?
- Malice (tank swap debuff) :: was it removed? Didn't see it last time. I guess you decided to turn it into a 1 tank encounter?
- Detonation of Strife: I know it's an AOE damage mechanic.
However, Does she cast it on a player?
I'm asking because in one of the pulls last time we were there she tried to cast this mechanic but it was "interrupted" when a couple of players fell off the platform -- as if she was targeting one of them so the mechanic stopped since her target disappeared.
- Detonation of Strife: watching some other video, the mechanic also stopped after the 4 sec cast (no channel followed) while everyone was alive and the boss was targeting the tank. idk what's going on.
- Possible "Exploit" #1
The above made me think; what if you can Feign Death or Vanish to stop "Detonation of Strife" from happening?
- Does 1st Enticement happens at 85%??
I am asking because watching a video I see some "Envy Focus" casts being stopped at 85% and Envy starts casting Enticement.
If phase push is not fixed then there might be some bug.
- Possible Exploit #2
What if the explosion caused by Memory of Envy when Countdown buff goes to zero can be outranged?
Watching PTS recordings I noticed that once we had the tanks staying downstairs in the middle of the platform and everyone else going to 1 of the 2 portals killing Memory and staying there.
When the other Memory exploded only the tanks who were downstairs died and everyone who was upstairs to the other platform didn't.
What if the tanks picked Lady Envy all the way to the corner of the same side of the portal where you send all your DPS.
Maybe tanks downstairs will outrange the explosion and players upstairs won't die either because they killed Memory on that platform.
>> In any case, wouldn't it be better if Countdown wipes ALL platforms - both upper platforms and downstairs - when it expires?
Originally Posted by Icarus - Envy - 22 Oct. 2015
- [ Eyes Hitbox ]
Eyes don't have a target box, a "red hitbox" on the floor.
- [ Eyes melee range ]
Melee range is also really really small.. people need to be almost exactly on top of them.
- [ Eyes Hostility ]
Eyes are agro-ing anyone who stands close.
You need to make the neutral at the start of the fight OR to make them spawn when you engage the boss
- [ Killings Eyes in advance before every pull ]
Having to kill eyes before every pull is really really fun killing if you decide to do a strat that you kill eyes in advance
- [ Eyes Concept - Mechanic ]
Eyes in general, as they are right now, do not make a very meaningful mechanic.
15% dmg reducion on boss if you keep them alive for a trade-off of 15% speed-buff is not even an argument.
You WILL always kill eyes in advance to get rid of the damage reduction on the boss.
A better mechanic would be that the boss applies a, say, 30% raid wide slow which can only be removed by killing an eye.
You have 3 eyes to manage for enticements. When you kill an eye it deals a lot of damage so u need to find a good timing to both get the damage and remove the debuff before you need to go to the safe-spot.
Also this way you add a "soft-enrage" of having to push to 40% before you run out of Eyes.
- [ Enticement Alternatives ]
Enticement needs to be changed a bit.
The channel could be interruptible and stacking a speed boost every time it ticks.
The ticks will be doing a lot of damage but if you can heal through you can stack enough speed boost to run to the portals after oculons stop (to kill Memory of Envy) since the randomness of the safe spot is currently placing one of the two teams assigned for portals to end up far away from their portal.
Otherwise, you can do something else with the eyes and change Enticement to the following:
Instead of pulling you in 3 times it should be pulling everyone in one time and either apply 2 stacks of slow debuff that u need basically 4x (10man) AOE cleanses OR 10man slow debuff that applies 3 times so 3 people need to cleanse it one after the other (coordination and agility)
- [ Cleave cast mechanic ]
Normal attack is working as a frontal cleave as well.
So, we believe the mechanic called "Cleave" should be thrown randomly around her with a graphic on the floor so people can quickly move out of it. Failing to move out = death (or almost death)
- [ Reset Issues ]
If Lady Envy has no-one to attack (for example because the tanks downstairs died while everyone else is upstairs) she should do something to WIPE the raid and corpses should be teleported to the spawn position.
This is because right now if there are no more targets to attack downstairs while there are still people upstairs she is going to run outside of the platforms and reset causing people upstairs to remain alive with things like Flaring Power debuff, Abilities like CDs or Resses on Cooldown and they have to jump down or suicide instead.
- [ Singularity + Oculons ]
Specifically for Singularity mechanic there could be the old version of Oculons happening,
the one that you basically needed to learn the pattern and dodge them.
- [ Singularity Cast time ]
Singularity might need a bit extra cast time before we can get into the portal in time - or maybe we are just bad!
Originally Posted by Icarus - Envy - 2 Nov. 2015
- Detonation of Strife:
.. Shouldn't be happening when we split the raid to go to the platforms (cos healers split and if we stay to heal it our speed buff runs out + wont be enough time to kill aspects)
.. and players should be immune to it when they kill an Aspect for the purpose of gathering up again (2 aspects may die in different times so not all healers will be there)
- If you die and get ressed you no longer have slow from eyes and it doesn't get reapplied
- killing eyes counter doesn't reset after every wipe so if u killed 1 eye and u wiped next pull you can kill 2 eyes and the "invisible counter" will have 3 eyes counted
Originally Posted by @Fauxmire
Originally Posted by Fauxmire - Epsiry - 26/10/2015
- [ Bright/Vibrant Bioluminesence ]
The way these buffs worked looked good.
The damage, let's say it looked OK too but mostly because we are considering Day phases are going to get progressively harder due to "Forest Children" and other stuff we might have not seen yet.
- [ Day Break ]
Works but only hits the tanks for 2k per tick. (max hit 10k damage)
- [ Forest Child ]
Right now we can barely see them. They are too small and their body blends with the ground.
We are basically trying to figure where they are by just reading their nameplates
- [ Day/Night Temporary abilities ]
Right now they don't work.
Also the day temporary ability that gives people 2 stacks of immunity to "Encroaching Shadow" is building the stacks when it should give 2 stacks instantly.
- [ Tank debuffs ] Sun Blight / Awakened Shadow
It was discussed about making them apply in a way that you cannot get away by only using 1 tank, letting it die on phase transition ressing it and having it tank next transition.
I guess the easiest fix is that a tank cannot have both debuffs at the same time and also that these debuffs can only be applied to tanks because otherwise you could sacrifice a DPS to get the debuff, ress it and have it use the reactive ability to do what is needed to be done.
Also, if those debuffs persist through death then you also need to make sure that each one of them can ONLY be active on one tank at a time so that if your 1st tank dies in Day time and your 2nd tank takes over then once the Day debuff is applied on 2nd tank who took over it's removed from the 1st tank who died - otherwise they will both be debuffed with Day debuff and none of them will be able to tank during Night time.
Originally Posted by @Pillars of Justice
Originally Posted by Pillars of Justice - Anony - 15/10/2015
Hmm, ok, there's a lot about Pillars of Justice.
People said that right now the fight overall, on a first look, felt more frustrating and overwhelming than fun.
The good news is that we have some ideas we think they would make it more clear and fun without making it less challenging or to say the least we got some feedback to help show what the issues were.
- Declaration of Guilt: Is one of the main reasons we felt overwhelemed.
It simply happens too often.
At some point you have quite a lot on your place while paying attention to other mechanics that having 3x3 people to swap towers every 45 seconds leaves you with too much in your hands and too much confusion on TS trying to make calls and coordinate.
Instead, Declaration of Guild should probably be happening EITHER every 20 sec affecting 3 people at a time OR 1 time every 45 sec but affecting 5 people.
It's a good mechanic to have but right now it feels like maybe the MAIN mechanic.
- Merciful Judge: The concept, in our opinion, doesn't fit the fight completely.
We agree for it to be the way to cleanse "Declaration of Guilt"
We don't agree on it dealing "recoil damage" to whoever is attacking Miser-boss because it forces people on that side to STOP DPS and because it punished having a Chloromancer in your healing composition.
We think a better idea for this mechanic would be instead of DMG recoil to be a "hug boss" mechanic. (We also have a suggestion about the "red AOE" bellow to make it synergize nicely with a Merciful Judge that works as a hug mechanic - read bellow)
-- Alternatively, you could reduce the dmg recoil on Merciful Judge cos it ticks for 70k damage right now but we think the above suggestion will eventually play out better.
- Red AOE (Miser side) ::
Vis side is good for Melee DPS.
Miser side is bad for Melee DPS because you are standing still half ranged, dealing damage until you need to swap.
Instead of those AOE on player feet we think there should be Bubbles spawning on players every 20-30 seconds that explode after 3 seconds. (like Volan).
Players can then play melee DPS and every X seconds they need to spread out, bubbles explode, they can return in.
Obviously jumping from one platform to another gives you a short grace period (few seconds) of damage immunity.
- Death Sentence: could/should be a "last phase" mechanic instead of being there from the start.
- Beam on Misericordia side is overkill because moving away from beam while spreading those 10 red aoe is a bit hardcore.
On PTS you have already disabled it.
- Injustice should allow 12 people to be on the same tower before bosses start gaining stacks.
::: A few Fixes :::
- If u stand on the ledge you don't get hit by beam anymore.
- 356m HP per side is probably too much for 2 groups of 10 people having at least 1 healer, 1 tank and 1 support each.
- We drop combat when we jump from tower to tower.
- Beam on Vis tower can go bellow the floor and we cannot see it especially after we swap towers.
- The room is small and the our camera is quite far out of the room causing the pillars around the room to force our camera to zoom in and out whenever we move around.
- It's hard to keep track of the HP of both sides right now. You mentioned some trick of giving us the ability to track HP on both sides, just putting it here as a reminder.
Originally Posted by Pillars of Justice - Anony - 19/10/2015
Pillars of Justice feedback first:
- [Uneven Stacks]
Misericordia builds stacks if the number of players per pillar is uneven even before we pull.
- [Boss tuning]
After some discussion it was said that the fight should probably be tuned around 1 tank, 2 support, 2 healers and 5 dps per side
- [Tank mechanic // spice it up]
Apparently tanks are getting bored; not much to do.
After throwing a few ideas on table we found this to be the most interesting.
Every minute Vis/Miser apply a 10 sec debuff on their target (the tanks) which cannot be cleansed and it will kill the tanks when it expires unless they swap platforms (at the end of the 10 sec debuff you could get a 30s new debuff that increases damage taken by Vis -if vis applied it to you- by 500%. likewise if miser applied to you so you HAVE to swap tanks)
At the same time tanks get a reactive that can be used once (or it's going to be up only for the duration of that first 10s debuff and it has a big CD - just giving ideas how to make mechanic that doesn't break)
Once used, that reactive will stun Vis/Miser for 3 seconds to give to the 2 tanks enough time to swap platforms without making Vis/Miser turn and start killing other players.
Obviously the tanks need to coordinate when they will push their reactive and jump.
If they are too slow to coordinate then the 10 sec debuff will run out and they will die.
If they both press the reactive but without coordinating properly they risk having one of their bosses coming out of stun before a tank is there to taunt it and pick it up and therefore start killing whoever is next on the threat list in their platform.
So to sum up, every minute the tanks have 10 secs to swap but in order to swap without making their boss losing agro on them and start attacking DPS/Healers they are given a short duration stun they have to use pretty much at the same time before they jump over. If they fail it's either that the tanks die cos they didn't swap or other players start getting picked up one by one because there was no tank to hold the boss.
- [Counter suggestion for Exploding bubbles @ Miser platform]
The exploding bubbles was a better mechanic than the permanent damaging bubbles we had before.
However, some people said it was still not adding enough suspense to that platform.
Geryon came up with a really interesting idea for a replacement mechanic.
/// Warden thrax chains ///
Basically, 2 people or 3 people get chained together and they need to go to the same side of miser platform in a way that they don't kill anyone else while also the non-chained people obviously need to be aware of the chains and avoid them.
Later on more chains can happen at the same time or more people be chained at the same time.
The size of the room actually makes a mechanic like that really interesting and fun; I kinda agree with Gery's idea (I know I was the one insisting on the other one but "better is the enemy of good" and I think a chain-like mechanic is way more fit and challenging)
Originally Posted by Pillars of Justice - Anony - 28/10/2015
Pillars of Justice
- [ Declaration of Guilt ]
Do you think people with Declaration of Guilt debuff could have a red flare over their heads just like people with mind-control have @ Akylios?
The reason is that the debuff is uncleanseable and thus it doesn't allow our addons to change raid-frame colors to notice who the people are.
In other words, the way it is now we wound need the players who get it to notice that it's them having Declaration of Guilt, Announce it and swap with their equivalents who are standing on the other pillar (that's already 5 people that need to talk to TS at the same time)
Instead, if they have a red flare over their heads at least we know in a blink of an eye if people with Declaration are still standing on Vis platform and haven't swapped yet.
Which also allows the raid leader to make a call = 1 person talking on TS instead of 5
- [ Righteous/Vengeful Flames ]
Vis & Mis did a full 60s channel
then they restarted the 60s channel but only did approx 30 seconds of it
then stopped the channel and continued with mechanics.
The HP on Miser was 38% , idk what the HP on Vis was.
Was this a bug (doing 1.5 channels of flames) or Vis hit some certain percentage and pushed the next phase? because Miser 38% HP doesn't look like a common % marker for phase change.
- [ Injustice stacks ]
The stacks that it gives would expire after 30 sec if no new stacks were applied.
So, if the imbalance limit is too forgiving then you will get 2-3 stacks and 30 sec later they will drop
Therefore, either the limit should be a bit forgiving but the stacks should be permanent
or the stacks should drop after 30s but the imbalance limit should be very intolerant
- [ Trial of Brutality ]
Trial of Brutality could be tight enough to require more than 10 on Vis platform to deal with it.
This would force stacks of Injustice, escalate the encounter a bit.
On the downside it would probably push Vis much lower than Miser and make Libra happen except if ONLY Vis would get the 50%-50% damage transfer buff on her for the duration of brutality which means you would really need players to come from Miser side and aid since only 50% of damage goes on Vis but at the same time percentages are not affected.
Originally Posted by Pillars of Justice - Anony - 2/11/2015
- Writ of Accusation stopped at some point I think? You restarted the fight to check it too.
- Landing to Vis platform bounces you off to the wall and sometimes triggers the "failsafe" landing which is on a different spot than the normal landing spot.
- Righteous and Vengeful Flames didn't trigger at the same time.
My guess is that they are supposed to trigger either when the boss assigned to channel them hits 50% or when the other boss does.
However, the second part of the check might have failed so Vis hit 50% and started channeling but Misericordia who was above 50% didn't start until she went down to 50% too.
- Pets cannot go from one pillar to the other, therefore, Beastmasters and any other pet spec is kinda screwed
Originally Posted by @Enigma
Originally Posted by Icarus - Enigma - 23.11.2015
- [ Overwhelming Force ]
Instead of 1 big hit at the end of a 5s cast it should be working like Hypertoxin of BoB:Greenscale or the other tank nuke on Johan (cant remember name) - Dealing multiple really heavy hits on the tanks within X seconds.
The reason for that is that if it's only 1 hit at the end of the cast then depending on how hard or soft it hits you only just have to fix a setup with certain CDs that you stack together and you pop at the right time and done.
Especially, if the damage is really heavy you will need a very certain CD setup like for example rogue tank or physician life insurance or Voidknight full shield + defiler's UT + Puri shield and done.
In other words, once you have the CD combo the mechanic is dull and there's no real challenge.
However, multiple hits in a short period of time mean that pretty much all mitigation CDs are useful and at the same time you need your healers to time up their heals and line them up correctly in order to save the tank.
Also multiple hits means that you can't cheese it by using a "defer death" or "life insurance" cd to simply cheat death.
- [ Cleave ]
Happens right after Enigma uses abilities during which he needs to turn and target someone in the raid.
As a result he instantly cleaves the raid before he turns back to the tank.
- [ Player cleaving abilities ]
Cant reach the boss because cleave is an area ability cast from the center of the player's model, therefore, range increase doesn't help cleaves to hit the boss (only increasing bosses hitbox would)
- [ Chaos fire ]
Tank reported that he was standing outside of the aoe by a couple of meters but he was still taking damage from the fire aoe (he actually got 12 ticks when I checked so providing he was standing outside the aoe you need to double check the range of the effect compared to the graphic)
- [ Enigma Model Visual issues ]
We cant really see what the boss is doing.
Our camera cant zoom out because of the walls behind us blocking zooming out and all we see atm is a ball
Lower the boss so that the ball is inside the pit so we can at least see his body?
- [Cleave VFX ]
The red is too smooth for the eye
We can barely see the cleave borderlines. Same goes for other stuff like disintegration bubbles.
- [ Disintegration mechanic concept ]
Change it to something else or remove it.
It's the last boss of the wing and there's no need for a mechanic to tell you where you shouldn't go by blocking your way.
People should by that point be able to learn from their mistakes.
- [ Pandemonium only hits 3 people ]
It should have killed all of us but it only killed 3 people. (hot-fixed?)
- [ Meteor Cheese ]
Meteor can be mitigated by a 61 physician's "life insurance".
Idk if u want us to be able to soak meteor without staking together or not but atm you don't need to stack players.
The guy with the meteor can run out and you simply need to use life insurance on him which allows him to survive the overkill.
- [ Pandemonium Idol ]
If it happens every 30s then we will spend most of the time dpsing idols than boss.
An easy fix would be the damage done on the idol to be dealt on the boss too just like the lashers and stingers on akylios. This would also create some meta with double dot specs.
Another good idea would be to reduce its HP but at the same time reduce the cast of Pandemonium too (this would give more uptime to the boss and increase the feeling of players that they are here to kill the boss and not some idols he summons)
- [ Pandemonium idol ]
The idol spawned a couple of seconds after the cast has started. Essentially we lost a couple of seconds of DPSing it.
- [ Pandemonium Abilities ]
As far as I could see there was an interrupt and then there was a cast that dealt AOE damage.
To make it a little bit more challenging you could remove the cast that deals AOE damage and add a stacking over time buff that makes the idol pulse more and more damage over time forcing healers to push more healing over time and giving another reason to push the dps (this could also motivate the ST healer to help with raid healing since atm ST healer is not doing anything when an idol is up)
Then you could simply have the interruptible casts happening more often or you could have 2 different interrupts. The current one that you have to interrupt and a 2nd one that you MUST NOT interrupt (if you do the idol will heal :P )
- [ Ressing up in a different instance ]
When we ress we end up in a different instance.
idk if that's a general issue or only on pts.
- [ Summon chaos ]
The orbs' VFX red color is very smooth again. Can barely see it.
One solution would be to actually put a projection of the hemisphere on the floor, basically a circle on the ground, because it's easier for people to figure their distance from a bubble by watching their position in the 2D rather than trying to figure their relative position to a hemisphere in 3D.
- [ Summon Chaos - Suggestion ]
Right now chaos was.. chaotic.. and because of the speed it was not actually doable.
Also the way the orbs move I believe that if you simply reduce the speed the mechanic all together is going to become really easy and predictable but on the contrary keeping the speed high makes it extremely hard to keep up with and totally destroys player healing and dps.
Therefore, I have a suggestion. check the picture
Originally Posted by Icarus - Enigma - 24.11.2015
Some additional feedback for Envy:
- [ Purple bubbles : last phase ]
Someone has reported that the bubbles followed someone who jumped in the middle (which made people think of a possible cheese way to make the bubbles go in the center of the room on top of the boss and root them there)
- [ Safe spots for Pandemonium ]
The cleave after Pandemonium is not instant but it's a 6s cast at the end of which the area will be cleaved.
As a result it is possible to use Point to Point on the tank and teleport the whole raid on top of the tank and skip DPSing the idol completely and port back right after Pandemonium is done.
There are many "fixes" for this like for example "disable p2p - which is not promoting gameplay" or "allow tank's safespot to only host 1 player - which I also find unnecessary" or "make the cleave instant instead of 6s cast - which is a solution but I think there are better options".
In my opinion, you should totally remove the tank's safe spot, remove disintegration bubbles and keep the 6s cast time on 1st cleave after Pandemonium.
When Pandemonium happens everyone will have to stack on the same safespot, that killing the idol creates, including the tank (the boss is casting Pandemonium anyway so during the cast there are no cleaves etc)
Right after Pandemonium is done the raid basically has 6s to move out of the cleave area which I personally think promotes situational awareness and utilizes the whole encounter room since the boss will be rotated towards the new tank position (which is where the safe spot was after killing the idol).
- [ Pandemonium Idol Spawn ]
There are 2 suggestions about Pandemonium Idol's spawn location.
Bellow I explain the suggestions and the reasons behind them.
-- 1 --
Idol's always spawn at fixed positions related to where the boss is facing.
One position should be 90 degrees to the right (right next to his right arm) and the other should be 90 degrees to the left (right next to his left arm).
-- 2 --
You could have 2 FIXED positions where idols will spawn (instead of relative to where the boss is facing which is a bit more complicated to code I guess)..
..and basically leave it up to the raid to always rotate and direct the boss properly so that when idols spawn players have equal distance from both possible spawn locations of the idols.
Either option will have 2 benefits:
1) Fixed spawns reduce machine's response time to spawn the idol (I think part of the reason the idol spawned with delay is because the machine is trying to decide where the idol is allowed to spawn and where it isn't)
2) Considering that currently the idols spawn randomly towards the "back" side of the room it would be very likely that due to the raid rotating its position (especially if the above suggestions are implemented) sometimes the idol would spawn right on top of you and sometimes it would spawn really far from the raid - making meeting the DPS check more reliable to RNG.
Originally Posted by Enigma - Icarus - 02.12.2015
- [ Absorption & Utility ]
absorption and utility tagged abilities had their range reduced to 35m instead of 55m.
Therefore it's impossible to heal as a puri or a physician and many other similarly tagged abilities from other specs don't work either.
- [ Player Centered Cleaves ]
Player centered cleaves still cant reach the boss. Therefore, some specs are losing a lot of dps because they have abilities in their rotation that work this way.
Dervish: Whirling Dervish
Harbinger: Lucent Slash
- [ Tank fire ground AOE: Trigger ]
Sometimes it wouldn't happen.
Not sure how to regenerate the bug. Maybe it was related to the tank distance from the boss?
- [ Pandemonium DPS check ]
Pandemonium cast time should be reduced to 15s.
Idol HP needs to be slightly increased by 1 or 2 million.
(the DPS check was a little bit too forgiving when we first reduced the cast from 20s to 15s, thus, we suggest a slight HP increase of 1-2 millions on the idol)
- [ Meteor Cheese: Life insurance ]
Meteor can still be cheesed with life insurance
- [ Meteor Cheese: Cleanse ]
Meteor debuff can be cleansed.
- [ Combo damage is fine ]
Damage of meteor + Turmoil is just fine.
Don't let anyone tell you that it's unhealable - don't nerf it basically.
- [ Instant Boss Cleave - Wipe ]
Boss can still instantly do cleave right after he turns to the raid to use an ability on a player (causing instant wipe).
If you cannot fix it in a different way then one of the suggestions was to change the cleave into an AE ability that can only be used on the active tank and it has 30 meters radius around him.
- [ Floor AOE not possible ]
Floor AOEs (such as Puri: Fire Wall) cannot be used anywhere on the floor.
I assume we are standing on a platform which is positioned a few meters above what is actually considered to be the floor for designers.
The only way for us to be able to use it on the floor is by doing it with a macro that uses the ability as a player targeted gtaoe.
- [ P2 Laser VFX ]
Add some extra VFX on the laser.
Don't need to change the current VFX just add more stuff on it so people with different settings can see at least one of them (for example red laser + blue lightning on top of it + w/e else on top of the other)
- [ Entrance Green Wall Camera issues ]
The green wall that spawns on top of the stairs (entrance of the room) forces the camera to go almost 1st person when u have to run close to the edge of the platform.
For example, on phase-2 when chaos happens and there are 4 rings and the safe one is the outer the camera will get ****ed when you have to run towards the side of the room that the Green Wall is.
- [ P2 Rotation Direction ]
The problem is that when they beam is moving, say, clockwise and therefore is pushing the whole raid to also move clockwise, if both rings to the left and the right of the safe-ring have their red bubbles moving the opposite direction to the beam (say, counterclockwise) then dodging the red bubbles whenever you have to go around a purple aoe becomes double as hard because the collision speed is doubled (whereas if the red bubbles were coming clockwise while you were also moving clockwise then the collision speed is halved which makes going around purple aoe easier).
-- Now the issue is that the speed of the red bubbles and beam is increasing gradually which makes dodging red bubbles that are moving same direction as you more challenging to dodge but they also make the red bubbles that are moving opposite direction kinda impossible to dodge.
Here are 2 suggestions to make it doable while not making it too easy
|> Suggestion-1 <|
Every 15s we know that the a new "safe-ring" is decided.
Give a 50%-50% chance to the beam to go clockwise or counterclockwise when the new safe-ring is decided.
If the beam draws a clockwise rotation then all red bubbles are going to be moving clockwise as well.
If the beam draws a counterclockwise rotation then all red bubbles are going to be moving counterclockwise as well.
The trade-off here is that you can not just follow the leading beam, you kinda have to keep equal distance from both sides of the beam because you don't know which way it will spin next! ..and at the same time it fixes the issue explained above (with players running opposite to red bubbles)
|> Suggestion-2 <|
If there are 4 rings; 1,2,3 and 4 then make rings 1 and 2 to have their red bubbles always moving clockwise while 3 and 4 having their red bubbles always moving counterclockwise.
Beam always moves clockwise.
For rings 1, 2 and 3 being the safe ones there's always going to be at least one ring next to you where the red bubbles are also moving clockwise and, thus, you should probably try do use those rings whenever you wanna go around a purple aoe that is blocking your safe-ring way.
In that case the only problem would be ring 4 because ring 3 would always go counterclockwise so one "fix" would be for ring 4 (the outer one) to never be a safe-ring which is not a horrible idea considering that the tank can use it to drop his Fire-ground-aoe there and also considering that the healing range should be 55 meters but that might actually not be enough if the healer and the tank have to stand at the exact opposite sides from each other.
- [ Tank Fire ground AOE: Uptime ]
Currently they stay up for 1 minute.
On phase-1 there's pretty much no reason for them to stay up that long since the way the fight goes we never had to manage the room for the raid to avoid any of them.
However, during P2 they create issues because the tank has to drop them on top of the safe-rings or possible-upcoming-safe-rings.
|> Suggestion 1 <|
Make those fires last only 30 seconds until the last 15-20%.
As a trade-off make them stay up permanently after 15-20%.
|> Suggestion 2 <|
Make outer ring during P2 (ring 4) to never be one of the possible safe-rings.
Tank will be able to use it in order to drop the fires there which are staying for 1 minute before disappearing.
This suggestion has some synergy with the "P2 Rotation Direction |> Suggestion 2"
If you like the post 15% perma-staying fire you can do it in this version too.
- [ Last phase reactive ]
The reactive that stuns the purple bubbles in the last phase has a 15 meters range.
It's a pain in the *** to get close enough to a bubble and stun it with that range.
I personally think there are already enough elements to that mechanic such as;
Debuff awareness, Decision making when to pass the reactive and to who, Ability to tell when it's the right time to press the reactive and stun the red crystal on the right spot.
Therefore, i really don't think there should be a requirement to constantly make sure you are within 15 meters of each crystal you want to stun. It just makes it too annoying. Just give the reactive something that makes sense, like 40 meters range or similar.
Originally Posted by @Genesis
Originally Posted by Genesis - Epsiry - 3/12/2015
- [ pin down ]
if it is supposed to be a tank intercept then currently it can actually go to the same person multiple times in a row (intercept gives a 2 min debuff on the player it is used) // same person shouldnt be able to get pindown twice in a row.
- [ pin down ]
it would go on tnak quite a few times.
- [ adds left/right ]
can be forced to leave their spawn point.
- [ range/melee immunity ]
There was a long discussion explaining why immunity is creating more issues than it solves.
In short, melee builds always have range abilities in them to handle disconnects forcing people to play ranged specs.
The only viable melee specs that dont lose too much DPS are Warrior and Rogue. As a result, guilds with better class composition will have an advantage over guilds with the correct numbers but wrong classes.
- [ friendly idol ]
it has so much HP that healing it is pointless
- [ hostile idol ]
cast should be 15s because dots last 15s and anything less than that would be dps loss. its HP should be from 18m to 30m depending on how many tank/healers are needed and also while keeping in mind DPS CDs will be available. 15 sec and 21 mil looked close enough but we cannot be sure because we had 18 players in the raid, 2 tanks and 3 healers.
- [ Hostile idol DPS check fail ]
failing to meet the DPS check doesn't trigger the wipe cast instantly, the idol will wipe the raid 5 or so seconds after you fail the check, realistically increasing the time you are given to defeat the idol by 5 or so seconds (nerfing the DPS check)
- [ Hostile Idol Cast ]
Cast starts before Idol shows up
- [ there wasnt really any AOE healing needed ]
you can just go with ST healers for the idol and do some aoe healing by using chloroharbs etc
- [ healing friendly idol ]
nothing else happening at the same time, it's very static and a button mashing for healers, nothing else to be aware of.
- [ holy genesis hitbox is very small ]
they also move really fast and it makes it hard for melee dps to keep up without getting disconnected constantly.
boss hitbox is also small
- [ Tank swaps ]
so far there is no real mechanic to require 2 tanks other than Dual Intelligence on left side (melee guy in P1). need more purpose for 2nd tank?
- [ Fall (heal) ]
we let the cast go through, there was no heal happening on the boss.
- [ Hope Slayer ]
- [ holy genesis ]
spawning way too fast, had like 25 of them before we even jump down to the last platform
Originally Posted by Genesis - Epsiry - 06/12/2015
- [ Call of the fallen: uninterruptible ]
Is not interruptible. That means, after you defeat Range Warden or Brother Brawl you cannot interrupt the cast but you have to wait for Siren of Desolation to despawn instead.
- [ Siren of Desolation: despawn ]
She does not despawn instantly after you kill Range Warden or Brother Brawl.
That in addition to Call of the Fallen not being interruptible means that sometimes you have made the DPS check successfully but you will still wipe because you have to wait idle for 1-2 seconds for Siren to despawn before you can move on (the wall will also be up, blocking your way till Siren disappears)
- [ Pin Down: Indication ]
During pin down Genesis is targeting the tank.
There's no debuff, no emote or any other indication to show who is pinned by the boss.
Therefore is extremely hard to know who needs to be intercepted or healed.
- [ range reduction: indication ]
there's no indication for range reduction.
- [ closure ]
1.5 cast was good enough.
- [ Preservation Core ]
had too much HP again. was hard to heal it if not impossible.
- [ Corrupted Core ]
We killed it with 1.778.000 DPS with 1 second left (if that helps to figure numbers)
Originally Posted by @Lady Justice
Originally Posted by Anony - 19/10/2015
Lady Justice (or should I call her, Lady Injustice!)
- [Righteous Blade]
Supposedly, boss will turn to the raid and place a cone on the floor, you have X seconds to get out of it before she cleaves you
> There was no Cone
> Most of the times Lady Justice casted it instantly (no cast time)
> Because she casted it instantly she also DIDN'T turn towards the raid, she instantly hit the tanks in front of her every time.
Started as a Blue AOE placed on Lady Justice dealing 135k damage after 3 seconds
Changed to dealing half the damage and knock back players it hit.
What if it was targeting random players so not only melee are getting it?
(I mean even if you put it on top of the boss because you don't want people to stack on the boss for some other mechanic it's gonna go in the center anyway if people stack there or you could force spawn it on top of the boss for specific phases)
Deals 52k damage and pulls you back in the room If you try to escape the bottom floor during a specific phase (i think to force people do that Iskraal mechanic with the safe zones)
However, right now Sequestration happens infinitely if you try to escape the bottom floor. You remain locked in the bottom floor forever, even after the safe zone mechanic is done.
Right now u can get 15 stacks of contempt if you spam it (We tried while pinned)
You are also supposed to have an 60 seconds debuff to show you how much time you have left (to go in the green aoe and use Contempt on the boss) before you die.
There's no 60 seconds timer debuff - no way to know how much time you have left to deal with the mechanic
- [Beholder of Judgement]
They should be changing color when you use "Tear of Mercy" on them so orb users can spot faster which ones didn't get a "Tear of Mercy" used on them
- [Beholder of Judgement]
They are not immune to taunt right now. Oriya made them follow him.
- [Tears of Mercy]
Changed already so that a player can get more than one.
Also that the movement slowing aura doesn't stack while carrying multiple orbs.
- [Vigil of Wrath]
They should have 2 buffs; One explaining what they do and one for their immunity.
Right now they only have the explanation tooltip. The buff that makes them immune to damage and CC is missing so you can DPS and Stun them straight away.
- [An End to Reason]
Persists after Lady Justice is dead.
- [Weight of Guilt]
Right now the tooltip is wrong.
It should say that you are immune to heals and ress.
Instead it says that you take 10% increased damage per accusation.
Originally Posted by Anony - Lady Justice - 27/10/2015
Watching some Lady Justice recordings from our last test.
From what I understand the intended Phase-2 (that triggers at 85%) is the one with the Beholders.
On our first pull 85% triggered the "Order in the Court" phase instead where we need to balance the scales.
Also, the channel "Order in the Court" which is supposed to last for 60 seconds stopped at around 28 seconds instead. I am not sure if this was a bug or the channel will stop if you fail to balance the scales.
Additionally, the raid emote explanation said that "The East Scale shifts with the weight of 6 accusations!". From what I understand that means to restore the balance we need 6 people to go to the West Scale within 1 minute.
However, a few seconds after the first message appeared there was a quick spam of similar messages saying "Scales are returning to balance! Only 5 accusations remain" ..then 4 remain ..then 3, 2, 1 and at 0 accusations the channel stopped and we died to the wipe mechanic "Verdict of Guilt"
My question is; Are those descriptions correct? because the first one tells us that WE need to balance the scales but the descriptions that follow tell us that the scales are balancing out THEMSELVES.
- [Merciless Judge VS Heartless Judge ]
First time you showed us Lady Justice, P2 red bubbles were called "Merciless Judge", however, last time we tested Lady Justice those P2 red bubbles were called "Heartless Judge"
Did you change their name or there's something else happening there?
- [ Verdict of Guilt ]
Also, for some reason Verdict of Guilt triggered prematurely both during "Judgement" 28s channel (beholder phase) and "Order in the Court" 60s channel (Incarceration phase)
- [ Beholder of Judgment - Phase Restart ]
As soon as we wiped for failing to balance the scales during "Judgment" channel, there was another wave of 12 Beholders coming in the room and the phase basically restarted.
- [ Scales shifting / Beholders ]
12 Beholders made it to the WEST Scale and shifted it.
However, the raid message was announcing that the "EAST Scale shift with the weight of 1....12 accusations"
Also, as soon as the "Judgment" channel started the Scales shift changed; The WEST one was lower when Beholders reached it but at the beginning of the channel the EAST one went lower instead.
- [ Beholders movement speed ]
We have slowed them down to make it easier for the raid to target them, use tear on them and then CC/kill them before they reach the scales.
However, I noticed in my video recording that with their current movement speed if we don't CC (if we don't touch at all) any of the Beholders there's enough time for only 8 of them maximum to reach the Scales before "Judgment" channel finishes.
In other words, the way it is working right now we only have to use Tear of Mercy on the first 8 Beholders who enter the room and stun them for a few seconds in order to completely prevent ANY of them reaching the scales before Judgement channel is finished.
- [ Hasty Prosecution ]
When Lady Justice casts Hasty Prosecution one player gets the Objection Temporary ability as intended and for some reason some other player takes like 20 ticks of 3 damage, lol. just watched a video of this happening on me. I literally got spammed by 3 damage for a few seconds.
- [ Trial by Fire ]
tooltip says "Vigils of Justice" instead of Vigils of Wrath.
- [ Libra ]
The debuff is supposed to be non-cleanse-able. Right now it can be cleansed.
The mechanic is supposed to be a "stop healing" mechanic for the raid.
Also healing transfer modifier is too low.
- [ Contempt / Begone ]
Contempt was changed so that you don't have to go to Testify Innocence aoe to remove the stacks.
It now drops over time.
However, since begone atm is a pretty meaningless mechanic the following suggestion was considered a good idea;
Every X seconds a Green Circle appears on top of Lady Justice, people with stacks of Contempt have to go in and cleanse them, however, the green circle will turn into blue (begone mechanic) and explode a few seconds later.
This is more meant to be an awareness mechanic rather than a "tight run" mechanic.
Originally Posted by Anony - Lady Justice - 16/11/2015
- Scales don't reset on their own after each phase. they need manual reset.
- Begone didn't happen. was fixed later.
- Last phase mechanic didn't happen.
- Trial by fire:
Currently only the red VFX shows up that is supposed to work as a warning (there's supposed to be another one that is causing the actual damage)
Red VFX right now is dealing the damage as well (I think)
First time we did Trial by Fire damage happened as soon as Red appeared (no grace time), second time we did it damage didn't happen instantly.
When red disappears if you try to move to an area that was covered by the red a couple of seconds ago you will still die to Trial by Fire damage (basically the red disappears but the damage still happens to areas that were previously marked red) - probably because you cannot see the 2nd VFX that is not currently happening.
- Vigil of Anger and the Purple bubbles they cause damage or stun you outside their graphical reach. you can be standing a meter or so outside the graphic and you will be hit.
Specifically Anger (red bubbles) will throw little beams at you if you stand close to them (not inside the red). those beams deal damage.
- when virtue of wrath phase started we all died to verdict of guilt
- Make sure melee range for the boss is bigger than the area begone covers (or that the red area is not bigger than begone area). Reason for that is; if melee have to stack on top of the boss to reach her then the ground fire aoe might drop on top of melee range and no-one will be able to step into begone and cleanse their HP debuff stacks if begone happens right after
- Tank debuff stacks might be applying faster than they should. The moment one tank manages to run up and use testify innocence to remove his stacks the other tank already has 8 stacks.
- Libra and Contempt icons are exactly the same
- Trial by Fire / End to Reason = same icons too
Originally Posted by @Arisen Arak
Originally Posted by Arak - Anony - 12/06/2015
- [ Terror of Arak spawn time ]
need a few seconds before another Terror spawns after one has died
- [ Masteries ]
Masteries don't have their ranged increased therefore most of them cannot reach Arak
- [ Double damage ]
Instead of doing double damage on the gods Arak invokes we are doing half damage or less.
- [ Platforms spawn ]
There was an issue with phases triggering early causing platforms to disappear or something like that.
- [ Damage buff from Terror ]
When Terror dies the guy who got the killing blow gets a buff that makes him do insane damage on arak but he does very little damage to anything else. There was no indication about this buff. we couldn't see the buff/debuff.
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