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  1. #1

    anvil T2 first boss not working properly

    First boss of anvil now for some reason after latest patch is not spawning adds on a constant way. Sometimes they spawn 20s into the fight...sometimes they spawn 2 mins into the fight and also noticed that when adds spawn the first time you get 2 waves of adds at the same time, making the fight considerably harder that what it was pre-patch.
    Also according to release notes adds should be triggered by boss morale (they aren't), enemies should have lower morale (they don't) and adds should spawn wave by wave (they spawn 2 waves at the same time).
    To be fair having to wait for a try in which you get double spawn of the same kind at the first wave to get only drakelongs or drakes but not both is not a mechanic but a bad fight design.
    Can a blue name please say if those changes are gonna be fixed or are wai?

  2. #2
    Maybe the raid patch changes also activate on thursday ? lol
    Anyways, this is really bad if this hasn't been fixed because the adds spawns have been broken from the start of the release of the raid and T3 is going to be ratarded RNG gambling that way.

  3. #3
    Quote Originally Posted by Kander View Post
    First boss of anvil now for some reason after latest patch is not spawning adds on a constant way. Sometimes they spawn 20s into the fight...sometimes they spawn 2 mins into the fight and also noticed that when adds spawn the first time you get 2 waves of adds at the same time, making the fight considerably harder that what it was pre-patch.
    Yes, our raid alliance noticed this too.
    105s: Aedfrith (HN), Aldnoth (CP), Brai (RK), Hrolfdan (MN), Aeldfryd (WD), Morriarty (CH), Aednoth (LM), Mishhar (BR), Hraldan (GR), Rummbold (BG). Tinies - Rumbelina (MN), Aenghus (CP)
    Rangers of Eriador (officer), ex-Snowbourn now Laurelin - A Noob for All Seasons

  4. #4
    Yee, we also have this problem.

  5. #5
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    Yes this is messed Up.


    Hot fix pls.

  6. #6
    Ideally before t3 is out, or else there would be no chance to complete it. (or people will find out an exploit, and then raid will need to be taken down too without notice and no one wants that)

  7. #7
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    Quote Originally Posted by Kander View Post
    Ideally before t3 is out, or else there would be no chance to complete it. (or people will find out an exploit, and then raid will need to be taken down too without notice and no one wants that)
    They need to fix this asap. The adds are probably the one thing that most groups ( that do not exploit) struggle with anyways.
    No idea how sth like this is possible to happen.

    At least pls return to the old mechanics. Not the best but this IS terrible now.

    Wrote a Bug Report. Everyone should write one.

  8. #8
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    Quote Originally Posted by Hildilas View Post
    They need to fix this asap. The adds are probably the one thing that most groups ( that do not exploit) struggle with anyways.
    No idea how sth like this is possible to happen.

    At least pls return to the old mechanics. Not the best but this IS terrible now.

    Wrote a Bug Report. Everyone should write one.
    Most grps ignore the adds and zerg the boss down on t2.

    i hope that adds need to be killed on t3 and therefore i dont even think its a big problem since you need to kill the adds anyway.
    and its defo possible to deal and kill a double wave of 3 drakes+7welplings

  9. #9
    Quote Originally Posted by Kander View Post
    Ideally before t3 is out, or else there would be no chance to complete it. (or people will find out an exploit, and then raid will need to be taken down too without notice and no one wants that)
    Our group experienced this last night, after about 3 hours of trying our best attempt finished at 19%. Our dps could have been better and one of our dps trait lines was wrong so it is possible but the mechanics are certainly broken.

    It seemed sometimes the first wave would spawn as intended at 90% but break after that, though frequently they would not spawn at all. Then we would always get another two waves at 50-60%. The issue is the waves are spawning in a staggered manner, sometimes back-to-back. A fix or explanation on how things are intended to work would be welcome. As it is, our group finished irritated and very stumped after many hours.

  10. #10
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    Quote Originally Posted by Thodrien View Post
    Most grps ignore the adds and zerg the boss down on t2.

    i hope that adds need to be killed on t3 and therefore i dont even think its a big problem since you need to kill the adds anyway.
    and its defo possible to deal and kill a double wave of 3 drakes+7welplings
    We also off tank and do not kill them but still. They are dealing more damage than the Boss At least it feels like that ^^

    In some raiding groups they do not deal any damage If you now what I mean......
    Last edited by Hildilas; Feb 05 2019 at 12:39 PM.

  11. #11
    We attempted both methods. Ignoring adds got us the furthest. When we tried to kill them they seemed to immediately respawn and rejoin with reset agro. This would of course indicate that it is not intended for them to be killed.

  12. #12
    Quote Originally Posted by Thodrien View Post
    Most grps ignore the adds and zerg the boss down on t2.

    i hope that adds need to be killed on t3 and therefore i dont even think its a big problem since you need to kill the adds anyway.
    and its defo possible to deal and kill a double wave of 3 drakes+7welplings
    You can survive at start, after your tank is fully debuffed and adds are buffed to t3-t4 it's quite hard to survive since kiting with small ones putting -30% run speed is quite useless and TPS can be in the order of 30k. Would certainly need 2 heal rk for that. And... no, you cannot kill adds, they respawn all the time, and honestly each drake got 20M, each whelpling got 3.5M, that's 60M of drakes+ 25M of drakelings, 85M total...basically same morale of the boss remaining after they spawn, you rather kill boss. Even if you kill them... they respawn anyways so it's useless.

  13. #13
    Quote Originally Posted by Kander View Post
    You can survive at start, after your tank is fully debuffed and adds are buffed to t3-t4 it's quite hard to survive since kiting with small ones putting -30% run speed is quite useless and TPS can be in the order of 30k. Would certainly need 2 heal rk for that. And... no, you cannot kill adds, they respawn all the time, and honestly each drake got 20M, each whelpling got 3.5M, that's 60M of drakes+ 25M of drakelings, 85M total...basically same morale of the boss remaining after they spawn, you rather kill boss. Even if you kill them... they respawn anyways so it's useless.
    It would be NICE if the adds could be eliminated, and might even give champs a good role in saving the off tank by eliminating the drakelings.

  14. #14
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    I messaged last night the dev discord about it.

    They confirmed it was not intended this, but did not reply on when this would be fixed.
    Gilrain - World Draigoch First 13/10/2011
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  15. #15
    Quote Originally Posted by Thorebane View Post
    I messaged last night the dev discord about it.

    They confirmed it was not intended this, but did not reply on when this would be fixed.
    It's not a bug that takes revenue from them, like chest/ember exploits. I bet they will fix it after it has become a "Feature".

  16. #16
    Also the Adds (Drakes and Darklings) Still have the same Moral, so nothing changed here.
    If you want to contact me, pls don't write me a Private Message on the Forum, the chance that I read them is low.
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  17. #17
    Please do not spam the forums. Thank you for your feedback and suggestion.

    hehe this is what you can expect

  18. #18
    Here is how the adds spawning works as of the patch:

    At 95% health, she can begin summoning Drakes (Tier 1 and Tier 2). After she uses the Call Drakes skill, it will go on a cooldown. When the cooldown is up, she can use the skill again, and she will summon 0-3 more drakes, depending on if any are dead.

    At 80% health, she can begin summoning Whelps (Tier 2). After she uses the Call Whelps skill, it will go on a cooldown. When the cooldown is up, she can use the skill again, and she will summon 0-7 more whelps, depending on if any are dead.

    Tier 3 is handled slightly differently.

  19. #19
    So, when we are at 45% of the boss, and we have still 0 adds, it's ok I guess ? And then 2 waves of adds and 5s later, a third ?
    Patch is working I think. x)

    By the way : tickets and bug report send last night, 24h ago.

  20. #20
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    Quote Originally Posted by LansuEV View Post
    Here is how the adds spawning works as of the patch:

    At 95% health, she can begin summoning Drakes (Tier 1 and Tier 2). After she uses the Call Drakes skill, it will go on a cooldown. When the cooldown is up, she can use the skill again, and she will summon 0-3 more drakes, depending on if any are dead.

    At 80% health, she can begin summoning Whelps (Tier 2). After she uses the Call Whelps skill, it will go on a cooldown. When the cooldown is up, she can use the skill again, and she will summon 0-7 more whelps, depending on if any are dead.

    Tier 3 is handled slightly differently.

    ???maybe my english is not good enough to Unterstand this...sry

    Well I thought that at - for example, 75% = First Wave and 50%=second Wave...maybe repawn If they get killed ...or sth like that...as it has always been because this should not be a gamble.

    What you Said above leads to maybe or maybe not with a Chance of x% we might be lucky to get better sequence of waves.
    She "can" means: maybe she will Just make both calls within a short amount of time? Maybe there will be No adds???


    As others stated more than one wave appeared simultaneously and they were not nerfed in terms of morale.

  21. #21
    Quote Originally Posted by LansuEV View Post
    Here is how the adds spawning works as of the patch:

    At 95% health, she can begin summoning Drakes (Tier 1 and Tier 2). After she uses the Call Drakes skill, it will go on a cooldown. When the cooldown is up, she can use the skill again, and she will summon 0-3 more drakes, depending on if any are dead.

    At 80% health, she can begin summoning Whelps (Tier 2). After she uses the Call Whelps skill, it will go on a cooldown. When the cooldown is up, she can use the skill again, and she will summon 0-7 more whelps, depending on if any are dead.

    Tier 3 is handled slightly differently.
    She may,can,will...summon 2 waves at same time?Every single try we had on t2?

  22. #22
    Quote Originally Posted by LansuEV View Post
    Here is how the adds spawning works as of the patch:

    At 95% health, she can begin summoning Drakes (Tier 1 and Tier 2). After she uses the Call Drakes skill, it will go on a cooldown. When the cooldown is up, she can use the skill again, and she will summon 0-3 more drakes, depending on if any are dead.

    At 80% health, she can begin summoning Whelps (Tier 2). After she uses the Call Whelps skill, it will go on a cooldown. When the cooldown is up, she can use the skill again, and she will summon 0-7 more whelps, depending on if any are dead.

    Tier 3 is handled slightly differently.
    The Problem ist if the boss is in the eye phase/or is doing his big aoe(at 95 or 80%), he just skippes the add spawn, we had trys where the first add spwan was at around 40% Boss moral.
    I dont know why he is not summoning adds after they eye or belly. He does mutliple times the addspwand sentence but with no result.
    Last edited by Gertes; Feb 05 2019 at 04:14 PM.
    If you want to contact me, pls don't write me a Private Message on the Forum, the chance that I read them is low.
    The best way is via Discord:
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  23. #23
    Quote Originally Posted by LansuEV View Post
    Here is how the adds spawning works as of the patch:

    At 95% health, she can begin summoning Drakes (Tier 1 and Tier 2). After she uses the Call Drakes skill, it will go on a cooldown. When the cooldown is up, she can use the skill again, and she will summon 0-3 more drakes, depending on if any are dead.

    At 80% health, she can begin summoning Whelps (Tier 2). After she uses the Call Whelps skill, it will go on a cooldown. When the cooldown is up, she can use the skill again, and she will summon 0-7 more whelps, depending on if any are dead.

    Tier 3 is handled slightly differently.
    Ok so you're telling us we now don't know when adds are coming and the spawn of one kind of add can happen at a random time after the other kind has spawned...meaning basically you can get 2 waves of adds separate by let's say 20s?, Adds that don't have any reasonable morale that allow you to kill them, and that will respawn if you kill them anyways...
    Sound like it's worse than before.

  24. #24
    Quote Originally Posted by LansuEV View Post
    Here is how the adds spawning works as of the patch:

    At 95% health, she can begin summoning Drakes (Tier 1 and Tier 2). After she uses the Call Drakes skill, it will go on a cooldown. When the cooldown is up, she can use the skill again, and she will summon 0-3 more drakes, depending on if any are dead.

    At 80% health, she can begin summoning Whelps (Tier 2). After she uses the Call Whelps skill, it will go on a cooldown. When the cooldown is up, she can use the skill again, and she will summon 0-7 more whelps, depending on if any are dead.

    Tier 3 is handled slightly differently.
    This makes no sense to me. Lets say you kill the adds at 95%.....but your dps is just slightly slow enough that she will use her Call Drakes skill at the same time you hit the 80% mark. Now you have two add waves that spawned at the same time....better to leave adds alive and not have to deal with the rng mess not knowing when she will be using a purple eye, a belly flop, or a call to drakes/whelp-lings.

    Better just to have adds spawn at thresholds and not this Call Whelps/drakes skill that we don't know what the timer is on. Oh and as others have stated. The add morale pools remained the same from the patch.

  25. #25
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    Quote Originally Posted by LansuEV View Post
    Here is how the adds spawning works as of the patch:

    At 95% health, she can begin summoning Drakes (Tier 1 and Tier 2). After she uses the Call Drakes skill, it will go on a cooldown. When the cooldown is up, she can use the skill again, and she will summon 0-3 more drakes, depending on if any are dead.

    At 80% health, she can begin summoning Whelps (Tier 2). After she uses the Call Whelps skill, it will go on a cooldown. When the cooldown is up, she can use the skill again, and she will summon 0-7 more whelps, depending on if any are dead.

    Tier 3 is handled slightly differently.
    I am sorry Lansu but a mechanic that "Can" happen is really terrible.
    No fight is gonna be like the other and everywhere the rng factor is simply too big.
    Specially if a mechnic(eye,belly flop) can either shift the spawn time or even remove it in total.

    MAKE IT EITHER FULL TIME BASED OR FULL % BASED

 

 
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