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  Click here to go to the first Rift Team post in this thread.   Thread: First four hard modes available for test on PTS

  1. #76
    Plane Touched Weenz's Avatar
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    Funniest cus you can snipe freeze people for lols.

    But seriously on Gelidra, the dps check on this is now nice with the hp difference, tank damage seems good and the raid damage is very noticable, sometimes our lowest hp members would get one shot by frostblood shards, but i guess they just need a bit more gear. The mechanics of the mini Boss are nicely done and requires you to change tactic a lot from normal mode.


  2. #77
    Rift Chaser Talking The Hardest's Avatar
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    Quote Originally Posted by TheGrinnz View Post
    Funny like a clown? Is it here for your entertainment?
    It's a game so yes it is here for our entertainment.
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  3. #78
    RIFT Guide Writer TheGrinnz's Avatar
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    Quote Originally Posted by Talking The Hardest View Post
    It's a game so yes it is here for our entertainment.
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  4.   This is the last Rift Team post in this thread.   #79
    Rift Team Halvon's Avatar
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    Ok guys, feedback was noted and acted upon.
    Next update to the test server, Kain hardmode has been completely overhauled.
    Note: Timing and Balance tuning is very rough right now. After I get some feedback on the new version I'll adjust it a bit.

    Also Zaviel has had a bit of a boost to her HM with some numbers adjustments, no additional mechanics yet.
    Last edited by Halvon; 01-25-2013 at 01:08 PM.
    Maker of: Things that go bump in your dungeons/Raids, things Dynamic, on your Isle making your content, in a land far far away, in the depths making your monsters.

  5. #80
    Rift Chaser Fridge-RaideR's Avatar
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    Been only away for 2 months now, n now even hardmodes!! I cant wait till reallife permits me to come back to this wicked game =) Go Go TRION!
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  6. #81
    Plane Touched Weenz's Avatar
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    EE: Progenitor Saetos - After activating HM it seems as if the shields are going off, but the raid wipe cast is doing nothing. I think this is a bug.

  7. #82
    Telaran
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    Yeah the shield mechanic did nothing after failing to meet the dps check.
    Sometimes we got very bad rng with purple bubbles and red bubble but this might be our issue and strat related.

  8. #83
    Champion Highland's Avatar
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    Quote Originally Posted by ReveBeck View Post
    Yeah the shield mechanic did nothing after failing to meet the dps check.
    Sometimes we got very bad rng with purple bubbles and red bubble but this might be our issue and strat related.
    if 3 people next to eachother get a bubble its quite hard to prevent them running into eachother,giving it 1 more second would make it easier, but hardmode .... I'd prefer that second though.

    Blightweald - DPS Rogue and apparently best bard EU - 14k Achievs

  9. #84
    Telaran
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    You can also have the pulsing red and bubble at same time, rather hard to avoid dying if this happens.

  10. #85
    Rift Chaser Talking The Hardest's Avatar
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    These are hardmodes for a reason, rather the bugs be fixed and then get the tuning done.
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  11. #86
    Telaran
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    how hard are they?

  12. #87
    RIFT Guide Writer Ahov's Avatar
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    Some Kain feedback: I like the difficulty, but the only feasible way to beat the encounter in its current state is using specs that may or may not be intended. These specs spread ST abilities across multiple targets, such as Shaman (Frozen wrath/vegeance via Strike of the maelstrom), Defiler (Unholy Nexus), Riftblade (Fork), Nightblade (fiery spikes)

    It's unclear at the moment whether these are supposed to affect the Bloodthieves for full damage, meaning it's also unclear the "tuning" goal of the encounter. Right now I think it's beatable if your raid could stack a lot of specs which spread ST dmg, but that seems a bit gimmicky and I doubt that's the intention.
    Last edited by Ahov; 01-31-2013 at 01:17 AM.

  13. #88
    Ascendant intrinsc's Avatar
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    Quote Originally Posted by Ahov View Post
    Some Kain feedback: I like the difficulty, but the only feasible way to beat the encounter in its current state is using specs that may or may not be intended. These specs spread ST abilities across multiple targets, such as Shaman (Frozen wrath/vegeance via Strike of the maelstrom), Defiler (Unholy Nexus), Riftblade (Fork), Nightblade (fiery spikes)

    It's unclear at the moment whether these are supposed to affect the Bloodthieves for full damage, meaning it's also unclear the "tuning" goal of the encounter. Right now I think it's beatable if your raid could stack a lot of specs which spread ST dmg, but that seems a bit gimmicky and I doubt that's the intention.
    Fiery Spikes hasn't been fixed on PTS? I doubt it's intentional. As for Fork, the only Spear that is worth spreading over and over would be Riftspear, but that's on a cooldown, which makes it unavailable for every Bloodthief phase and Flamespear is a DOT and overwriting it would yield no DPS increase when it's already on a target. I don't know why they changed spears to be tagged as ST attacks, when they used to be AOE, but that's something Ailion or Daglar can answer.

  14. #89
    Plane Walker
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    Quote Originally Posted by Ahov View Post
    Some Kain feedback: I like the difficulty, but the only feasible way to beat the encounter in its current state is using specs that may or may not be intended. These specs spread ST abilities across multiple targets, such as Shaman (Frozen wrath/vegeance via Strike of the maelstrom), Defiler (Unholy Nexus), Riftblade (Fork), Nightblade (fiery spikes)

    It's unclear at the moment whether these are supposed to affect the Bloodthieves for full damage, meaning it's also unclear the "tuning" goal of the encounter. Right now I think it's beatable if your raid could stack a lot of specs which spread ST dmg, but that seems a bit gimmicky and I doubt that's the intention.
    To me this is how it should be. The fight rewards good players that can adapt. Same as in normal mode where warlock/shaman/riftblade/nightblade etc were good. Makes no sense if my ST dots in warlock shouldnt affect the ghosts just because they are up at multiple targets.

    I think its working great in both normal and hard mode atm. Aka I say this is working as intended and the fight is good balanced.

  15. #90
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    Well the Progenitor HM is very interesting after testing it this evening but I personally noticed one bug with the original Meteor ability. If you have the meteor ability and get killed during the process and take the Battle res you will still have the debuff on you when you resurrect. This only happens if you take the res when your debuff is still active as it does not disappear on death. The damage from the meteor will not effect you but the de-buff will damage anyone stacked within the radius of the ability so this needs fixing. This would not be an issue but the debuff stays on you permanently and this is clearly not intended.

    Bubbles are working great but the radius of the bubble is a little to big and I would recommend adding an additional 1 second to the debuff timer to allow for additional movement as mentioned before. Other than that the fight is very well tuned in it's current state and I look forward to killing this on live.

    Good Job!
    Last edited by wigglywoo; 02-05-2013 at 07:48 AM.
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