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  1. #101
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    Quote Originally Posted by Eruadarion View Post
    [*]All Adds (3 Drakes, 6 Whelplings) can be tanked by one Tank throughout the whole fight. They don't need to be killed as they don't continue spawning if you do not kill them. Is this intended? If yes, then I think this is a pretty dull design. They don't add anything interesting to the boss fight except that they're there and need to be tanked away from the boss.
    You are making useless the aoe melee dps here by doing things like that.All the mechanics are melee unfriendly and above all we have even that.Good job SSG now i become even more depressed...
    Last edited by Arandour; Dec 07 2018 at 04:18 AM.
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  2. #102
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    Best would be give the three drake a bublle from the boss and dmg out of hell that you've to cc them. And draklungs will overrun US if we don't kill them. 3 each 5s or something like this. So we have to kill them.

  3. #103
    Quote Originally Posted by Arandour View Post
    You are making useless the aoe melee dps here by doing things like that.All the mechanics are melee unfriendly and above all we have even that.Good job SSG now i become even more depressed...
    We get it.



    Class Wise

    -- Current version pretty much allows any class to play now.

    Tier 2

    Boss 1

    -- Belly Flop is a joke now, i main tanked the boss and was barely heals.
    -- Adds where not an issue.
    -- Damage needs to be increased slightly.
    -- The boss also bugs out and doesn't do anything for periods of time.

    Boss 2

    -- Some spicy damage but nothing a LM, decent healer and off tank couldn't deal with.
    -- Kiting still possible.
    -- Don't really see the point of this fight at the moment, more like a hard trash pull.
    -- I think more inspiration could be taken from Tower Orthanc here, the adds should be controlled, tanked etc... not balled up and AOE'd.

    Boss 3

    -- Nothing of note - straight forward.
    -- Needs to be more to this fight, he can be phased with no more than 1 of the stalactites.

    Boss 4

    -- 1st phase is dull, dps move, dps move, kill an add, hide, dps...
    -- Platform phase is bugged, get one shot when you land in certain places.
    -- Boss pace could be a tad slower in the gauntlet.
    Lob
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  4. #104
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    Quote Originally Posted by 1Asy1 View Post
    We get it.

    Sorry that i am so anxius about my class LOB and make you tired.You would probably act the same way if they put you on the bench for all Mordor and see that is going to happen again.I am proud so i want to be useful and not to be carrying by others cause of their good will.
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  5. #105
    Quote Originally Posted by Arandour View Post
    Sorry that i am so anxius about my class LOB and make you tired.You would probably act the same way if they put you on the bench for all Mordor and see that is going to happen again.I am proud so i want to be useful and not to be carrying by others cause of their good will.
    You could try the instance for yourself if you haven't already and detail specific feedback from a CHP perspective.

    From what i can see its just been a series of complaints with no constructive information on possible changes.
    Lob
    [EU] Evernight

  6. #106
    Quote Originally Posted by 1Asy1 View Post
    You could try the instance for yourself if you haven't already and detail specific feedback from a CHP perspective.

    From what i can see its just been a series of complaints with no constructive information on possible changes.
    I think this is a very good idea, seeing as there isn't much feedback from champ perspectives. Or from any melee DPS perspectives really. Not as many as the other classes anyway.
    Ran red RK last day of testing and found that I did not have to move around very much for the 2 bosses I participated in before about half of my raid had to bounce.
    Wasn't there for boss 1, joined for bosses 2 and 3, and I stopped slamming DPS into those bosses to move probably a maximum of 10 times total. Mind you this isn't a full raid group either, probably around 8 people, my memory is a little hazy on the specifics. I think we had 1 mini, 1 hunt, 2 rks including myself(both red), 1 guard, 1 champ, 1 cappy, and a bear. It wasn't the easiest raid I've ever done given the amount of people we had, but we practically breezed through those bosses. Maximum 45 minutes for both of them! I do share the thoughts of it being a very dull raid. There need to be a helluva lot more mechanics in there. MORALE IS NOT A MECHANIC. The trash probably took longer to clear than the bosses.
    /outtie/

  7. #107
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    With the current non excisting mechanics, the small difficulty of the boss and the big enrage timers you can take 2-3 champions each grp.
    At least for t2.

  8. #108
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    Quote Originally Posted by 1Asy1 View Post
    You could try the instance for yourself if you haven't already and detail specific feedback from a CHP perspective.

    From what i can see its just been a series of complaints with no constructive information on possible changes.
    I dont have group to do that.Those people that can give information's are mostly raid leaders like you so you can give advise of what they can add or remove from the raid so the melees and all classes can be useful.To be honest neither you or me should do that.The developers should know how to make all classes useful to a raid and not to wait feedback from the players for such things but only for very small changes.
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  9. #109
    Boss1:
    - Bellyflop Damage should be increased again.

    Boss2:
    - Brunek I has an induction that you can interrupt, but does not show a visual effect, while other dwarf's do show a visual effect.

    Boss3:
    - Increase Damage of Morgul Bite again, maybe make it kill all Player's that don't have the eye and still get hit by it.

    Trash:
    - Decrease the Moral and increase the Damage.

    General:
    - All Damage done by Bossmobs is Common Damage.

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  10. #110
    I've tested the full raid twice on a Redline Captain. I can give some better feedback of the raid from a melee-perspective., since there have been alot of unhappy melee-players in this thread.

    - Boss 1:
    As far as i've heard the ads aren't working as intended so the fight is unfinished. However the boss often runs around chasing people alot of the time. This is really annoying as a melee class. As a captain i'm still able to keep my buffs up as i just need to be hitting it every 40-45s to do so, but it is really frustrating when you're actually trying to DPS. Especially when you know your ranged colleagues can just stand at one spot the whole time without problem unless someone kites the boss out of range.

    I'd suggest making the ads more present in the fight, and have them actually be needed to kill to complete the raid. For example by spawning more on a time-base or on a % of Isvitha's morale. Since there's many ads, CMP's and WRD's will have an advantage in this position, especially when the boss needs to be damaged meanwhile where RK's and Hunters are at a better advantage.


    - Boss 2:
    There are 2 Kings with a heavy-hitting 360 AoE Attack. One is inducted and can be avoided by running out of range timely, if you don't it is likely to one-shot you. Another does a 360 AoE without warning (with this I mean that it is instant without induction). This attack does not kill you in the early fight, until one or more of the bosses die and give a melee damage buff to the others. If i remember correctly there are also Kings that give the others a melee damage buff during the fight. If these get combined this attack is also most likely to one-shot you. Since, compared to "The Sunderer's" Inducted AoE attack, this is hard to avoid this is a big issue for any melee class that is not the tank. Again, the ranged DPS'ers hardly need to move here and can DPS without interrupts.

    I don't really have inspiration for suggestons, but the fact that there is 5 bosses at once is very promising to make AoE DPS'ers useful. I like the Inducted AoE attack where you have to move to avoid being killed, but i would suggest adding something similar for the Ranged DPS'ers. Maybe an AoE that does more damage the further you are away from the boss? This way both melee classes and ranged classes have to look out for this.
    Another way to make AoE classes, as mentioned above is for ads to spawn, eventually one of the dwarves could summon sopme, but i don't think spawning ads everywhere just to make melee DPS'ers feel useful is a good idea either. Especially since in this fight there are already 5 bosses.


    Make the bosses immune to slows (as many have suggested before) or even give them extra runspeed and an attack that slows the tank, since the easiest way to complete this fight right now is to kite the bosses around. As we all know, kiting as a favorite to melee classes.

    - Boss 3:
    I think this fight is ok as it is. However a very big annoyance to me was that I can't hit the Icicle's as a melee class (Battle Shout FTW). Since there is not really any point to DPS the boss at this stage, a melee DPS is for 50% of the first phase entirely useless. Either make us able to hit the Icicle's, or make it work like this that Karazgar will only dismount at like 10% of their morale, even when they have been hit 3 times by a falling icicle so that the melee classes can DPS the boss while the ranged take down the Icicle's.
    I don't think spawning ads will ad much to the fight here, as mentioned above. What could be a cool idea instead, to make one of the bosses in the second phase extra vulnerable to ranged and tactical damage and strong against physical melee damage, while the other one is extra vulnerable to melee damage and strong against ranged and tactical damage.

    - Boss 4:
    A general opinion about this fight is that it is mildly disappointing indeed. It is not the first time that we don't actually kill a boss and we see it appear later, but it feels a bit like an anti-climatic ending to this raid. Although i do really like both phases of this fight, or they do look very promising when all the bugs are gone, Ifeel like this fight misses a phase. Add a new phase on the platform, or make us fight her outside in the arena of the first boss again once we excape the caves. There she could fly away or storm back into the cave if she shouldn't be killed at this point yet.

    As for feedback from a melee's perpective the phirst phase seems fine, it's is the same for everyone, but i would suggest to make not standing bvehind the stones when she is casting, until she actually does her cast, more dangerous (knockbacks or damage). At this point ranged DPS'ers can safely DPS until the last moment before she does her attack. Melee DPS'ers need to be behind the stones at this point, unless they can time their run very well treach safety in time. Here is the ussue again with melee's having to get our of mele range while ranged DPS'ers can safely damage.
    The phase where you have to run to the exit does look the most CMP/WRD friendly part as there are a lot of ads. We haven't actually been able to complete this phase of the fight yet, but i'm assuming that when the Grims die, the passage opens and the fight ends. If the other ads despawn here, this takes away the value of a melee AoE DPS again.


    - In general:

    I liked the first looks i had on this raid, but it looks to go into the direction again of favoring ranged DPS'ers entirely, not only by their superior ST damage, but also due to the mechanics in the raid, where melee DPS'ers are forced, or unable to do their jobs for a while, while ranged DPS'ers have no problems at all. That said, a lack of these mechanics where ranged classes have to watch their positioning, might in time, also get boring for them. Since standing one one spot, doing damage they can do anywhere else too.
    Keep in mind these suggestions are ment to give melee (AoE) DPS'ers a value to the raid group. I do not want to cripple the ranged classes in favor of the melee classes.

    Another thing to note is that I was able to complete the full raid, while being HEAVILY undermitigated (Sorry Drizzels i lied). I had 150k physical mitigations and 45k tactical mitigations. The only times i died was when i was not careful enough and took damage where i could have very well avoided it. While am aware that the raid is not in its final stages yet, and there is another difficulty to come, in my opinion it's quite sad that this is possible. In my opinion a raidsshould be the hardest instances available, where a proper build is needed. My hopes are that this is the case in the upcoming tier 3 difficulty ^^



    Overall i want to compliment the designers of this raid, i had a very good first impression and this raid looks very promising. However Ihope it can be properly balanced to be fun for everyone!
    Last edited by Harigrim; Dec 08 2018 at 08:46 AM.
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  11. #111
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    Quote Originally Posted by Drizzels View Post
    With the current non excisting mechanics, the small difficulty of the boss and the big enrage timers you can take 2-3 champions each grp.
    At least for t2.
    So you can take champs out of mercy. thanks. *irony off*
    We must get to a state where minimum on champs is needed not just tolerated.

  12. #112
    Quote Originally Posted by Harigrim View Post
    - Boss 4:
    A general opinion about this fight is that it is mildly disappointing indeed. It is not the first time that we don't actually kill a boss and we see it appear later, but it feels a bit like an anti-climatic ending to this raid. Although i do really like both phases of this fight, or they do look very promising when all the bugs are gone, Ifeel like this fight misses a phase. Add a new phase on the platform, or make us fight her outside in the arena of the first boss again once we excape the caves. There she could fly away or storm back into the cave if she shouldn't be killed at this point yet.

    The first thing i thought of was exactly the same... a third phase outside the Cavs where we encountered the first boss would be very cool. But the end has to be more exciting 100%


  13. #113
    raid on new beta:

    boss 1:

    that boss is so buggy. most of the time he is standing doing literally nothing.

    when he eats someone and that person gets revived, the boss still chases him for some time. is that wai ?

    belly flop damage got increased which is a good thing. but the boss itself is doing 0 damage.

    the bleed from puddles only expire after ticking 3-4 times even that the tooltip has no limit ( you will keep bleeding as long as you staying in the puddle)

    tbh i'd rather to delete that boss or and start it from scratch

    boss 2:

    the most amazing fight in the raid. was harder than last beta but it was great. - maybe need a slight nerf-

    boss 3:

    good to see some new mechanics added. much better than before. i think the damage was increased here as well

    you can avoid taking damage from vethug if you stood above the gold piles.

    boss 4:

    haven't tried it much but it seems like it is broken. the person who has the eye basically him and all the people around him takes 600+k damage

    - also i hope you can fix the reflect before the raid comes out. you can literally get boss 4 to phase 2 just by reflecting his 1 shot.
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  14. #114
    General feedback: Got to boss 4 today, disbanded at boss 4 because of issues i will list below.


    BOSS 1:

    If person dies with the eye, the worm will continue to chase the person after he revives for the remaining amount before effect expires.
    Worm sometimes stops and just stands still and watches for like 1 minute before he starts and does something.
    It's really hard to not die from the eye effect at the moment because the worm only needs to touch you and you get one shot.
    Add spawning is still random, sometimes 1 wave spawns, sometimes 2 wave spawns.
    Worm damage on tank is still non existant, adds damage on tank should be tuned down.
    Belly flop one shots anyone who does not have 120k morale above.


    BOSS 2:

    We only survived because we rotated between tank CDs and RK fates stone. Probably impossible to do without so, damage of bosses is insane without rock (?intended)
    Enrage timer 10 minutes - on T3 not really sure how we gonna meet enrage timer with the amount of HP bosses have


    BOSS 3:

    Morgul cleave does no damage
    Dragon breath sometimes 1 shots, sometimes does not
    When Dragon starts phasing to icecicle phase, he one shooted all of our dpsers (?130k hit, intended?)
    When karazgar becomes immune, he becomes immune to force taunt also, when 1 tank dies he can't swap aggro anymore.
    Puddles don't give any danger right now.


    BOSS 4:

    Was broken, couldn't finish it.

    REASON:
    The Hrímil Frost-heart scored a hit with Freezing Breath on Liegnitz for 1,422,756,992 Frost damage to Morale.
    The Hrímil Frost-heart scored a hit with Freezing Breath on Meldo for 800,422,756,992 Frost damage to Morale.
    The Hrímil Frost-heart scored a hit with Freezing Breath on Insomnia for 940,422,756,992 Frost damage to Morale.

    When a person gets the eye, you have 2-3 seconds before dragon does this attack, nowhere you can hide or do anything to avoid it, person with the eye can run away, but still won't stop him from dying.

    Can't give more feedback about boss 4 because we didn't get anywhere.

  15. #115
    I haven't read feedback of this topic i only want the new raid to be Champion friendly!!!! CHAMPIONS DESERVE IT!!!
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  16. #116
    See updated feedback below
    Last edited by luckygirl1; Dec 20 2018 at 11:38 AM.

  17. #117
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    Feedback from Round 3 last week:

    Boss 1


    -The boss will still stand in place for long periods of time with doing absolutely nothing. He is simply braindead
    -When someone gets a purple eye, dies, and is rezzed after. Isvitha will remain chasing the target until the original eye timer fades. The person should need to kite again(and gets eaten if to slow).
    -Belly flop does more dmg but still really low.
    -Adds are still not working as intended and are to easy to ignore
    -The outgoing dmg of the main boss is super super tiny. He could use a lot more mechanics on that.
    Aswell a mechanic where you need to use a pot(fear/would/poison/disease) would be easy to implement here.

    Boss 2

    -Some of the bosses do absolute nothing in enrage. 1 fire rk was able to TANK 1 dwarf in enrage and he did 10k hits every 3-5 sec. Thats nothing.
    -You can still kite the bosses with enrage timer. This needs to be fixed.
    The main dwarf kin(ingor) could use a few more cool mechanics aswell.


    Boss 3

    -There is still a spot (i think it is on top of the coin piles) where a tank can stand and not take any damage from Vethug. Please fix.
    -Karazgar and Vethug dont do a lot of dmg in total.
    -This fight got so high potencial but atm it seems really really boring and really really easy.
    I miss something where you really need to watch out

    Boss 4

    Super unfinished and i am still disappointed of the whole encounter.
    Nothing close to a final boss in a multiboss raid.
    Even fingar was more fun!

  18. #118
    Quote Originally Posted by Drizzels View Post
    Boss 2

    -Some of the bosses do absolute nothing in enrage. 1 fire rk was able to TANK 1 dwarf in enrage and he did 10k hits every 3-5 sec. Thats nothing.
    -You can still kite the bosses with enrage timer. This needs to be fixed.
    The main dwarf kin(ingor) could use a few more cool mechanics aswell.
    I'm assuming the one your rk was tanking was wyrmsbane, the ranged dwarf. He does minimal damage to start with, and because the enrage is only a melee damage boost, it does not affect his damage.

    Make the enrage a damage boost instead of just a melee damage boost, and please make them not kitable.

    Also don't nerf the fight, I suspect anyone who wants it nerfed just isn't tank swapping the incoming heal debuff often enough.
    .
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  19. #119
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    Quote Originally Posted by cbfan14 View Post
    I hope the set bonuses are going to be a little better than just giving mastery...

    Yes I hope its class specific again with certain skills affected but something new not same old hs resets or +2 bleed pulse something fresh

  20. #120
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    From what i see this is changed until now on latest build:

    boss 1 -
    Nothing

    boss 2 -
    Nothing

    boss 3 -
    puddle is doing more damage.. No other changes as far as i can see

    boss 4 -
    Puddles that spawns dont dissapear
    Rest of the fight seems better now!

    Summary:

    Loot tables needs to be changed
    There is a few items that is just plain bad.. Like outgoing healing raiting+finesse or will items with evade raiting on.. This must never go live
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  21. #121
    After doing Bosses 1, 2, and 3 on t2, here's my feedback. Have some stuff from boss 4 t2, but haven't completed.

    Boss 1:
    - Add spawns seem to be more predictable now, but I still don't like the RNG mechanic about which set of adds you get.
    - The fear coming from the drakes (-50% frost mit) was not pottable, then it was, now it's not again. Can we decide which it's going to be?
    - Boss has a strange aggro wipe after each purple eye or if the person with purple eye dies... Is this WAI?
    - The AoE Line of Frost/Ice Spikes from Vethug/Karazgar is super random. Sometimes it gets you wiped (belly flopped into ice spikes), and sometimes it's on the other side of the room and does nothing... Either make it critical to the fight, or take it out.

    Boss 2:
    - Some bosses do pretty much nothing, others do mechanics that you have to time and pay very close attention to.
    - No situational awareness required of Ranged DPS here. Don't need to pot things, don't need to stop DPS on anything, don't need to move, etc. Hooray, sit and pew pew.
    - Ingor's -incoming healing debuff only affects bonus incoming healing. For instance, if a guard has 5% extra incoming healing from traits, and nothing else, he's usually at 105% heals received. with a -50% debuff from Ingor, he's down to 102.5% heals received. Pretty unimportant.

    Boss 3:
    - Puddles do not despawn EVER. Please let them despawn after a wipe or after boss is killed?
    - Mechanics here are very sparse. Some tank swapping and paying attention to puddles, but everyone else can just sit and derp.

    Boss 4:
    - Puddles do not despawn EVER. Please let them despawn after a wipe.
    - First phase seems nice. The time between Ice Walls spawning and the dragon's ice breath 1-shot seems a bit short. Maybe you could make it a little longer for t2 and back to its current length for t3?
    - Got to test gauntlet a bit last week and after making it to the Bound Grims and then wiping, the wall from boss 3 to boss 4 gets bugged closed. Hopefully this is fixed. The current solution of starting up a new raid with locks is a lame one.
    - I hope that we get to kill the dragon (not having seen all of the last fight). I like the fight so far, but if it's just Platform phase, then gauntlet (kill grims) and done, I'll be pretty disappointed.

    I will also use this space to rant about t2 to t3 versus the old t2 and t2c. Instead of making interesting fight mechanics that require lots of coordination, awareness, skill, etc, we end up with mobs that have double damage, double morale pools, and maybe an extra enemy here and there. It takes end-game progression from "Hey let's learn this fight and get really good at it so we can do t2c", to "Let's slog through these huge morale pools and hope the boss doesn't get a few lucky crits and kill the tank"

  22. #122
    Feedback from most recent round:

    Boss 1

    It seemed pretty buggy, most of our attempts had drakes and drakelings spawning at the same time, which made the fight quite difficult. The line of ice from karazgar needs to be changed, it does absolutely nothing most of the fight, but if you get unlucky and the raid gets flopped into it, you wipe. There needs to be something in place to prevent the eye from going on the add tank, because if the boss decides to chase the tank tanking the adds, he gets buffed to absurd levels and just kills the raid the next time he belly flops. Current workaround for that is to just keep trying until your add tank doesn't get the eye.

    Boss 2

    Really good fight. enrage does not affect ranged damage (wyrmsbane). Please make them not kitable.

    Boss 3

    Puddles never despawn. Not that it matters, they don't hurt enough to require movement. Make them hurt more or tier up over time, and despawn after a set timer. make puddle placement matter. Momentum is easily overwritten after karazgar dismounts vethug by keeping them close together. the +50% damage buff overwrites the potentially much higher momentum buff.

    Boss 4

    Puddles never despawn. Not much else to say, seems pretty unfinished.


    Also the bosses that apply eyes can apply those to pets and runestones. Boss one will kill them and proceed to just stand there for a while, while boss 3 will do the attack where the pet or runestone was even if it is dismissed before the attack goes off. Please make the eyes unable to target pets or runestones. It's too easy to avoid the mechanics if you can have your pets absorb them.
    Last edited by Fasin; Dec 20 2018 at 04:39 AM.
    .
    Gruid-Level 65 Burglar. Trebon-Level 65 Minstrel. Foilfang-Level 60 Hobbit Warden. Stiric-Level 56 Man Champion.

  23. #123
    Most of my feedback this week will be focused on Boss 4 as I still feel this is the boss that still needs the most work done.

    Boss 1
    Starting to see the polish in this fight. Looking good, our tank is confident adds got a buff from last week.

    Boss 2
    Looking good

    Boss 3
    Cant confirm if the coin bug is still valid. But keep an eye on this one.
    The buff to puddles was a nice change as well

    Boss 4

    My team were able to push Hrimil to 80% into the transition phase with the platform, I will mainly focus on first phase mechanics here but will add some comments on the platform collapse.

    Platform Phase
    -Eye Mechanic: Fixed from last week, damage is scaled properly, now you cannot exploit the boss by reflecting her to the next phase.

    -Boss Punt: Working as intended I think, doesn't seem to happen too often or not enough. And I think it does the proper amount of damage. I would leave this as is.

    -Ice Drakes: A nice little touch to this phase to keep tank(s), healers, and debuffers on their toes. I can see multiple ways of dealing with this.

    -Tail Whip: Never noticed this in the previous beta builds before. Either you buffed this mechanic or its new. Either way its a good mechanic that makes the fight much more challenging and interesting with positioning. So far so good here, I'll let other people decide if the damage needs scaled downed or not, but if you do not have capped mits I see this one shotting people.

    -Absolute Zero/Ice Walls: Right now I believe their are a couple of problems with this mechanic as of this build. First, the walls do not spawn until after she begins inducting. This leaves very little time for the group to identify were the Ice Wall spawns, and to get there in time. I think Ice Walls needs to be faster in spawning. If not then Hrimil needs to induct longer. Or there needs to be more than two Ice Walls that spawn. Something has got to give here, otherwise this whole mechanic is just an RNG mess. You either get a good Ice Wall that is close to the group that everyone can identify and run to in time. Or half your group is screwed. It's probably an unpopular opinion to make it easier to get behind an Ice Wall. But I do not believe a player should be punished because of bad RNG while still having quick reaction times, they should be punished for not using the mechanics.

    -Ice puddles: The puddles are a good mechanic that also make positioning interesting. Just seriously need to fix the despawn timer on these. They should be resetting every time the boss resets. Otherwise your first attempt will be your best attempt for a clear platform. If you don't fix this, groups are just going to have to keep resetting the instance to get a clear platform. Please fix this. Ice puddles shouldn't be hanging around from your first attempt on your third attempt for example.

    Transition phase
    -Our group stood in the center of the platform, not sure if standing at the edge will still kill you. Again, once the platform starts to crumble the drop down shouldn't be killing anyone. Or players shouldn't be allowed to slide off. I understand you don't want people jumping off immediately when she goes green to get a head start. Idk i understand what you are trying to do here, I just don't think its working and I can see a lot of problems arising trying to get this right (exploits, not working as intended etc). Maybe switch the transition phase to an instance load screen (see gothmog from throne, transitioning from first part of gothmog to carn dum platform fighting the fellbeast) that at a certain point when the platform begins to collapse the raid is transitioned to the start of the gauntlet with Hrimil's chase timer beginning.

    -Either way, if left as is. I think that Hrimil's timer needs to be longer or start later. There is very little time for the group to reach a good spot in the hallway to be far enough from Hrimil to the point where she is dropping down. And the dropping down point of you being one shot from just falling down versus the platform collapsing needs to be adjusted. Players shouldnt be allowed to slip off the edge of the platform while collapsing to die. Maybe create a short timed invisible wall at the edge of platform when Hrimil turns green that players cannot pass through until they have dropped down into the water safely.

    Gauntlet Phase
    No real feedback to give here, assuming you have to kill both ice grims before hrimil reaches the group (still very little time to achieve this). I havent seen beyond this point.


    Keep polishing, boss 1-3 are coming along very well compared to the first beta build. I think boss 4 still needs a lot of tweaking.

    Really the biggest change for me would be to have puddles reset as the boss resets.
    Last edited by luckygirl1; Dec 20 2018 at 02:36 PM.

  24. #124
    Quote Originally Posted by 1Asy1 View Post
    You could try the instance for yourself if you haven't already and detail specific feedback from a CHP perspective.

    From what i can see its just been a series of complaints with no constructive information on possible changes.
    I am going to give you very specific feedback as why melee classes like Champs are taking a hit "again" in the raid.


    Boss 1

    • Once someone has the purple eye, they start running around. Range can sit back and fire away while a champ has to "run after the Boss". Please give me a break. That is what I want to do on a champ, run in circles to dps!
    • The debuff / damage from the adds is nonexistent when your range. The champ has to get in there and take the damage from the aura, etc.
    • Why would anyone want to bring a champ in here? Why burden the healers with a champ taking damage, etc. Can get more out of a solid Hunter, RK, etc.


    Boss 2
    • Ranged DPS is king here. They sit back and pew away; there is no reason why they would need to stop dps'ing. No need to pot, move around much, etc.
    • Give me a break! Why does Range have all the fun?


    I see testers on BR going in with the "perfect grp" and getting it done. That is fine if that is the route that some teams want to take and destroy the content on day one. I feel the approach should be different, give the feedback where we make ALL Classes viable and not alienate classes.

    Lets keep an open mind and not focus on the "complaints" of one or two individuals. Rather look at the big picture and really try to understand the challenges melees classes face and range classes do not.
    Last edited by mmogaming; Dec 20 2018 at 12:07 PM.

  25. #125
    Join Date
    Jun 2011
    Location
    Athens/Greece
    Posts
    226
    Quote Originally Posted by mmogaming View Post
    I am going to give you very specific feedback as why melee classes like Champs are taking a hit "again" in the raid.


    Boss 1

    • Once someone has the purple eye, they start running around. Range can sit back and fire away while a champ has to "run after the Boss". Please give me a break. That is what I want to do on a champ, run in circles to dps!
    • The debuff / damage from the adds is nonexistent when your range. The champ has to get in there and take the damage from the aura, etc.
    • Why would anyone want to bring a champ in here? Why burden the healers with a champ taking damage, etc. Can get more out of a solid Hunter, RK, etc.


    Boss 2
    • Ranged DPS is king here. They sit back and pew away; there is no reason why they would need to stop dps'ing. No need to pot, move around much, etc.
    • Give me a break! Why does Range have all the fun?


    I see testers on BR going in with the "perfect grp" and getting it done. That is fine if that is the route that some teams want to take and destroy the content on day one. I feel the approach should be different, give the feedback where we make ALL Classes viable and not alienate classes.

    Lets keep an open mind and not focus on the "complaints" of one or two individuals. Rather look at the big picture and really try to understand the challenges melees classes face and range classes do not.

    For me that was the most useful feedback i read in this thread and thank you.Lets see if they are going to do something about it.For no misunderstandings i dont want an easy raid i want a raid that my class and all classes can be useful (and must for at least one spot),so dont blame me if they make the raid easy to fit melees blame the developers.I just dont want melee unfriendly mechanics thats all.Its a huge disadvantage compare to a range one to be a dps in front line dont make it even harder.
    Cause i dont have a group and i cannot go and check the raid by myself i would be grateful if everyone that gives feedback mention also the classes that can take part to this raid or not some of you have done it and thank you.
    Arandour Champion Rank 12-Nerien Hunter Rank 11-Runendir RK Rank 7
    Narzul Lore Master-Ruarin Guardian-Gorgeous Minstrel
    Borzol Reaver Rank 12-Mauhnakh BA Rank 9-Varcolac Stalker Rank 9
    Sumnor Spider Rank 8-Orcapo Defiler Rank 8.

 

 
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