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Permanent
04-10-2008, 03:19 AM
<p>After the current changes on 4/9, Fatalisis followed Toxic Infusion immediatly right after with no time to cure yourself. After about 7 pulls of it happening immediatly after and wiping the raid or AE avoiding the first only to be killed by the second we moved on.</p><p>Not sure if this was a bugged instance or something went astray with the latest hotfix, but there wasn't time to even use a cure pot immediatly after getting hit with Toxic Infusion. We have killed this mob several times before with the 2 overlapping on rare occasions but this was ridicuous.</p>

Calm
04-10-2008, 04:00 AM
We had the same problem this evening.  There is way too little time given now to cure the poison before the raid wipes.  I'm hoping this gets fixed quick, because I can hardly see being able to kill him the way it is now.

Neiloch
04-10-2008, 12:19 PM
I can also confirm this. Its basically the opposite of what the patch notes said, now he DOES cast fatalisis right after toxic infusion just about every time. We were hoping for a hot fix today so we could try him again but its not looking that way.

Hekkwin
04-10-2008, 01:02 PM
Same problem here. We tried pulling about 6 times then just threw in the towel and went somewhere else. Massively bugged.

Cathars
04-10-2008, 01:25 PM
It was actually funny the first few pulls because of the what the patch notes said, but it got less funny.  April Fools was last week.

Kuladil
04-10-2008, 01:44 PM
Yar---confirmed bug, as i moved the cursor over to my hot bar to cast a cure nox pot, i was killed.  I was like [Removed for Content] was that?

Uziekie
04-10-2008, 02:21 PM
Absolutely terrible. Like a previous poster stated, Fatalisis now behaves exactly opposite of what the patch notes say. I am amazed at how such a specific fix can be so completely hosed. You should be required to test every code change at least once before you push it to Live, c'mon...

Geothe
04-10-2008, 02:57 PM
<p>And here one would think that it wouldn't be -too- much effort to spend, oh, 60 seconds to actually TEST the change to a mob before pushing it live?Because, if just 60 seconds were used TESTING said change, it would of been pretty obvious that the exact opposite of the intended change was occuring.</p><p> But, then again, this is Sony, and TESTING is a concept lots have trouble grasping.</p>

Chaosreturns
04-10-2008, 03:48 PM
<p>Yea i agree, this change was a terrible idea. SoE has only accomplished on making this encounter close to impossible by not even testing this change. Can we please get a decent change for once? Oh wait, this is Sony im talking about.</p><p> Even having the encounter as it was before this update would have be alot better then this [I cannot control my vocabulary]. At least he was doable.</p>

Mercuratrayin
04-10-2008, 05:49 PM
Guk Server, Same thing. We were dead in some cases before the Poison Icon came up in the bar to let us know we had to cure it.Fix this damned mob already some of us would like to progress out of these zones.

GangleG
04-10-2008, 06:39 PM
do the devs even test the content they develop anymore?

Mercuratrayin
04-11-2008, 02:48 AM
Still bugged. How about a patch people?Please?

Ran
04-11-2008, 04:12 AM
same on valor..... we killed this mob several times befor but now.... you make it hard to believe that you have test your own changes one time.

Oxie
04-11-2008, 12:08 PM
<p>As of Thursday, April 10, this encounter was still bugged. Hotfix goes in to fix an old bug, only for the old bugs to be better than the new one. I guess they expect us to be distracted with SoH for a few more days before we come back here asking that they fix VS...again. Hopefully, this can be tested and fixed before the next time we raid! We have a few new folks that we'd like to get into VP to raid with us. </p><p>T minus 49 days and counting, SOE...clock is ticking...SoH will only distract us for a few more weeks, then ~flounce~.</p>

ReficulFonwaps
04-11-2008, 12:18 PM
Um, yeah, been broken a couple days now, sure would be nice to get some sort of response to this.

Yimway
04-11-2008, 01:11 PM
What, SOE acknowledge a bug on the forums?Just be glad you've not been banned for being negative...Have another sip of kool-aid and worry about venril another day.

Neiloch
04-11-2008, 01:18 PM
Whats odd is VS being messed up screwed up our normal rotation of raids so we had to go to shard of hate to fill the gap. We would much rather get another kill of VS though for the other people who need it so we can progress.Probably gonna say its just "working as intended" but they are going to 'balance' him, instead of saying they screwed up a hotfix.

Vydar
04-11-2008, 01:23 PM
Still waiting on a fix for this as well, so we can work on getting people flagged for Leviathan...

Cathars
04-11-2008, 02:19 PM
<p>Day three ... is this going to be fixed or put off till next GU?  This is absurd that you haven't even just gone back to before the change, let alone fixed it to actually function like the patch notes described. </p><p>Edit: To elaborate on *why* this is so irritating.  You, EQ2 devs, created a progression raid system for this expansion that requires all previous kills to access the higher zones.  You break one, you break it all.  </p>

Rqron
04-11-2008, 02:24 PM
<cite>Ruckus@Unrest wrote:</cite><blockquote><p>As of Thursday, April 10, this encounter was still bugged. Hotfix goes in to fix an old bug, only for the old bugs to be better than the new one. I guess they expect us to be distracted with SoH for a few more days before we come back here asking that they fix VS...again. Hopefully, this can be tested and fixed before the next time we raid! We have a few new folks that we'd like to get into VP to raid with us. </p><p>T minus 49 days and counting, SOE...clock is ticking...SoH will only distract us for a few more weeks, then ~flounce~.</p></blockquote>And? The sky will not fall, the universe will not stop expanding and eq2 will be all the better.J.C.

Cathars
04-11-2008, 02:29 PM
In a way, the EQ2-RoK universe does stop expanding when you can't get people flagged.

Lyndro-EQ2
04-11-2008, 02:37 PM
This bug should have been fixed in this morning's hotfix.  Sorry it didn't make it in the notes, but the data should be in the patch.

Wrapye
04-11-2008, 03:55 PM
<cite>Lyndro-EQ2 wrote:</cite><blockquote>This bug should have been fixed in this morning's hotfix.  Sorry it didn't make it in the notes, but the data should be in the patch.</blockquote>There was no hotfix this morning (at least for US servers).

Lyndro-EQ2
04-11-2008, 04:04 PM
Wow, you are correct, there was no update this morning.  It looks like the fix is pending till early next week.  Sorry for the confusion.

Geothe
04-11-2008, 04:51 PM
<p>Sweet!</p><p>SO you guys have made one of the 7 ROK zones 100% impossible to do for at least and entire week!You guys rock!</p><p>*rolls eyes*</p>

Druid03
04-11-2008, 05:04 PM
<cite>Lyndro-EQ2 wrote:</cite><blockquote>Wow, you are correct, there was no update this morning.  It looks like the fix is pending till early next week.  Sorry for the confusion.</blockquote>thanks for replying Lyndroi think its kinda lame there is no special hotfix for this tho, but bringing servers down to fix some LoN crap is fine....i got some healers to flag for VP! cmon! heh <img src="/eq2/images/smilies/e78feac27fa924c4d0ad6cf5819f3554.gif" border="0" alt="SMILEY" width="15" height="15" />edit: i cant spell

MisterE
04-11-2008, 05:15 PM
<p>So lemme see if i understand this correctly  You put in some code that is supposed to fix the possiblity or the remote chance of an aoe stacking up in such a way that it is un mitigatable, instead of fixing the problem you have succeeded in only exacerbating the problem..   (which by the way was a pain in the rump to deal with but heck he was at least killable before)</p><p>How hard is it to just revert that code to back what it was at least???   a whoops that didnt work.. guess we added where we shoulda subtracted... DOH..   Did ya use darts and a dart board to come up with this solution?? </p><p>It frustrates me to no end that all i see from sony is not even a sorry for this mistake guys bear with us, but a "u gotta wait a week..."   (my bad he did say sorry for not knowing that there was NO hot fix today)</p><p>I wonder how Sony would treat a contracted company that did that to them??  Lets say they farmed out some work (hypothetically speaking of course) to another company to write something for them or to perform a service for them, they paid their money up front and upon delivery they (sony) finds out that it works worse now then when they sent it to that company to be fixed.  I wonder if sony would be as patient with that company's lame excuse as we are supposed to be with what we just got fed?? Does that make sense??   heck man just revert the code to what it was.. Then work on the fix later..  </p><p>Why is it do i feel like a raid leader that is dealing with a Main Tank that forgot to bring his gear to raids????  How long before the guild just says we need a new MT??</p>

Vorlak
04-11-2008, 05:40 PM
Simple answer as to why LoN gets patched over EQ2... LON generates more money the EQ2. frankly I think its stupid, if we find a way to exploite a NPC say Nexona (kick a person from raid to harvest freely) they patch the next day. but if the Mob is actully broken and verified that its broken to where a major set of guilds cannot kill him as inended the player base must wait several days (and this is a weekend, when alot of raids happen). Come on sony could use use some Common Sence here? Why not Hot Fix at 1am saturday morning, you do it all the time for LoN and I dont even play that stupid game yet we have to wait for it to update.

Neiloch
04-11-2008, 06:01 PM
Simply its because they order their priorities using money as the main driving factor. If this bug just happens to slow down every single persons progression that hasn't done it thus slowing the rate at which people use up the content, why should they rush to fix it? they already used VS to slow down progression once, why not again? Another reason why LoN would get patched over EQ2 is because its just a whole lot easier to do, pretty sure another team is working on that anyway though. Personally my guild raids during the week and not the weekend but most guilds I have been in raid on the weekend so the fact they are waiting until after the weekend to fix it is just ridiculous. And from the reply lyndro made it sounds like they have the fix but are just waiting to put it in. What are you afraid of? The patch messing up and making VS even more broke when its basically already broke beyond playable already?

ThadeusOfShibboleth
04-11-2008, 06:56 PM
Great, so those of us working on flagging people for VP are forced to sit on our thumbs until you decide to "fix" your "correction" sometime next week....and you wonder why so many of your subscribers are eagerly waiting the release of AoC and other games.

Lyndro-EQ2
04-11-2008, 10:22 PM
The patching of LoN is independent of our internal patching schedule (Same patcher, totally different pipeline).Believe me (or not), but I'm not a fan of having broken content on live servers for any amount of time, for any reason.  If it was possible for us to get this fix out sooner we would, but patching isn't a simple process.  I agree that it is unacceptable for issues to remain unfixed for any amount of time, and we are going to get this live as soon as possible... And it happens both ways, there are fixes to some exploitable encounters pending that I would love to have had gone out today or tomorrow.Right now assuming nothing else goes wrong the fix will go out Monday morning, and I really am sorry for the wait.

Nere
04-12-2008, 02:44 AM
thanks for the honest and frank reply

Permanent
04-12-2008, 02:46 AM
<p>I don't see a problem and am happy you responded acknowledging the issue as well as explaining it will be fixed. </p><p>I just started the thread in hopes someone would see the issue so it could be fixed. Thanks for the update.</p>

ormirsteld
04-12-2008, 06:25 AM
<p>OMG we can't raid 1 zone/instance now we going to die</p><p>you all sounds this is the most inportend thing in your life</p><p>sjees skip the zone for 1 week, but then again you all going to die</p><p>because you can't raid 1 zone</p><p>bunch of whiners</p><p>btw don't mind my english its not my first language</p><p>and no i don't raid find it pretty boring</p>

StormQueen
04-12-2008, 07:00 AM
<p>Thank ye, Lyndro, for the response. Let's hope the patch indeed resolves this problem.</p><p>To the poster previous to mine: ye are acting childish. This encounter is key to flagging folks for the next instance... and that means everyone. Ye can't show up in the next raid zone without having killed Venril Sathir. Most guilds such as mine have to flag folks once a week for several weeks to get them all in on a kill, so they can head to Chamber of Destiny in this case. </p><p>Now I know ye say ye don't raid (thus how could ye know anything about it) but show some manners here. </p>

Starwindz
04-13-2008, 01:46 PM
I care so much cause its c-blocking my myth

Belthezan
04-13-2008, 02:31 PM
<cite>Lyndro-EQ2 wrote:</cite><blockquote>Believe me (or not), but I'm not a fan of having broken content on live servers for any amount of time, for any reason.  </blockquote>In the future could we keep the changes to raid content a minimum towards the end of a week, such as not patching something (untested) on a Wednesday or later if that does not give enough response time when something goes wrong? Also, I might be oblivious to how patching works, but I'd think even at worst a dev could hop into any random VS raid immediately following a patch (assuming they just want to observe a live content test) and tell something went wrong. If/when something goes wrong with that first raid, just reset the encounter back to the way it was until they have time to fix it. This seems a far more logical approach than breaking it, and leaving it broken till the opportunity arises to fix the new version.Also, I'm pretty confused as to why this was patched in the first place? Is it the course of this expansion then to start removing the "luck" elements of the raid encounters? Will double attacks no longer stack on aes in VP (eventually)?

LygerT
04-13-2008, 04:06 PM
<p>it's just becoming too common for these encounter breaking fixes to take up to a week to fix, schedule them for early on in the week or save the code that was pre-patched and hot-fix it the following night with the original code until a fix that works is implemented. </p><p>i know it's not an easy job keeping so many people happy but there is many ways to help keep people from becoming unhappy which includes mobs many people need being unkillable for days-weeks. </p>

Neiloch
04-13-2008, 04:19 PM
The thing that burns me the most is because of the way they made the progression in RoK, for anyone who has not gotten past VS already, essentially VS and all content after him is as good as 'broke' for them too.Personally I would like to see the strict progression line relaxed or removed as well as making encounters less 'luck based' or more predictable, however you want to call it. And before anyone even says that would be unfair to people who had to do it the hard way now, well its already unfair. guilds that got through the progression as fast as possible on release didn't have to go through as much stuff to get to VP that we do now. For example they could just kill overking OR venril sathir, unlike now where you have to kill both to get to leviathan.Every day I wonder what possessed the dev team to make the raid content like this for RoK, and I hope they never do it again. Hopefully they will realize its bad for them too, such as 1 broken encounter making more people mad than would be if the raid encounters were more independent of each other.

Cathars
04-13-2008, 04:25 PM
Should just be able to 85% people in like in EQ1.

LygerT
04-13-2008, 04:56 PM
<cite>Neiloch wrote:</cite><blockquote>The thing that burns me the most is because of the way they made the progression in RoK, for anyone who has not gotten past VS already, essentially VS and all content after him is as good as 'broke' for them too.Personally I would like to see the strict progression line relaxed or removed as well as making encounters less 'luck based' or more predictable, however you want to call it. And before anyone even says that would be unfair to people who had to do it the hard way now, well its already unfair. guilds that got through the progression as fast as possible on release didn't have to go through as much stuff to get to VP that we do now. For example they could just kill overking OR venril sathir, unlike now where you have to kill both to get to leviathan.Every day I wonder what possessed the dev team to make the raid content like this for RoK, and I hope they never do it again. Hopefully they will realize its bad for them too, such as 1 broken encounter making more people mad than would be if the raid encounters were more independent of each other.</blockquote><p>just relax, the mobs are much easier now than they used to be, there still needs to be a challenge aspect to the game or there is no point. raiding isn't supposed to be easy, it is a game of chess and when you finally kill a mob that hindered you for weeks then it is a sigh of relief once you finally do kill it and many of us want to keep that aspect of the game because that's the only challenge there is left to us. i would rather keep it how it is, when you kill a tough mob for the first time after working at it and hearing everyone in vent cheering you get a small sense of accomplishment instead of a mob that anyone can 1p1k where people mutter "good game, same time next week?"</p><p>many people complain mythicals are too easy to get now and many say they are still too hard to get, i think they are just right as is. if you can't clear the content keep trying or move back to previous tiers. </p>

Troubor
04-13-2008, 05:15 PM
<cite>ormirsteld wrote, I reply within the part I quoted in <span style="color: #cc0000;">red</span>:</cite><blockquote><p>OMG we can't raid 1 zone/instance now we going to die</p><p><span style="color: #cc0000;">(So people aren't allowed to complain simply because it's content you don't like?  What if it was an aspect of the game you like.  Would THEN the same people complaing here about Venril Sathir being broken be allowed to complain?  Simply because YOU suddenly decided an issue isn't important doesn't mean it isn't)</span></p><p>you all sounds this is the most inportend thing in your life</p><p><span style="color: #cc0000;">(For me it isn't, but it did delay our raid alliance by a week.  We're only just now killing Venril Sathir.  RoK has set up a raid progression, somewhat similar to access quests to progress past the first two "levels" of content in the tier 8 endgame.  To get to the third "level' of content, Levithian, people need to have killed both the Overking in Kor-Sha and Venril Sathir in his lair.  Then one can try Levithian in a raid instance near Chelsith, killing him unlocks Veeshan's Peak and the mobs needed to get the mythical upgrades to one's epics.  So..for me, it wasn't the "most important thing in my life".  But it did delay our raid alliance by a week, we could have gotten more people, a lot of them key people past Venril Sathir so that next week (we only raid Friday and Saturday) we could have done a shot in Levithian's lair and figured out a strategy, or possibly even killed him).</span></p><p>sjees skip the zone for 1 week, but then again you all going to die</p><p><span style="color: #cc0000;">(Since we had no choice, we did skip it for one week.  And no, no-one in our raid alliance died.  We even had fun this weekend doing what we could do.  But it did delay us.  Forgive me if I choose to comment and even complain when something is broken.  Again, are we ALLOWED to complain?  Do, tell us.  <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />  )</span></p><p>because you can't raid 1 zone</p><p><span style="color: #cc0000;">(See my comments above)</span></p><p>bunch of whiners</p><p><span style="color: #cc0000;">(Yet you come here to complain about complaining.  Isn't that also whining?  Why does it matter to you if people do complain?  Or are you just trolling for replies to get attention.  well, good job.  You got a reply.  In fact two, think someone else replied to you before I did.  Tell me, was it worth it?  <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />  )</span></p><p>btw don't mind my english its not my first language</p><p><span style="color: #cc0000;">(Fair enough.  Even with your misspelling of "important" not sure why you really bothered to mention this, but fair enough)</span></p><p>and no i don't raid find it pretty boring</p><p><span style="color: #cc0000;">(So..you come to a board where people complain about some raid content being broken, yet you also say you find raiding boring.  Well, WHY do you feel the need to comment about raid content if it's so boring for you?  I do think you only came here because either 1)  You are trolling for replies and/or 2)  You don't like raiding, so you had to flame a complaint thread about broken content.  Again, I'd ask if this was about content YOU find important if it then would be worth complaining about.)</span></p></blockquote>

Troubor
04-13-2008, 05:17 PM
<cite>Lyndro-EQ2 wrote:</cite><blockquote>The patching of LoN is independent of our internal patching schedule (Same patcher, totally different pipeline).Believe me (or not), but I'm not a fan of having broken content on live servers for any amount of time, for any reason.  If it was possible for us to get this fix out sooner we would, but patching isn't a simple process.  I agree that it is unacceptable for issues to remain unfixed for any amount of time, and we are going to get this live as soon as possible... And it happens both ways, there are fixes to some exploitable encounters pending that I would love to have had gone out today or tomorrow.Right now assuming nothing else goes wrong the fix will go out Monday morning, and I really am sorry for the wait.</blockquote><p>Fair enough, thanks for the reply.  Good to see communication, and when I saw there was a 7AM Patch on Monday the 14th, I did half assume it was at least in part to fix Venril Sathir.  <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

GangleG
04-14-2008, 11:34 AM
The point is that it's obvious that this "fix" wasn't even tested.  Now, I know the 60 seconds it could have taken to test him is asking a lot,  but it makes me question the quality and credibility (whatever they have left) of the developer team.

bartb
04-14-2008, 12:37 PM
Nothing in the patch notes or updates on this mornings patch 14/5 has this been fixed or not?.

Troubor
04-14-2008, 12:49 PM
<cite>bartb wrote:</cite><blockquote>Nothing in the patch notes or updates on this mornings patch 14/5 has this been fixed or not?.</blockquote><p>The patch is also less then two hours old as of the timestamps of our posts.  Maybe give them a bit more time to post the update notes?</p><p>Addendum:  Just looked, as of 10:30 AM Pacific the patch notes are up..didn't check every possible copy but the one I did check didn't mention Venril Sathir.  Just a small fix to the live event, extending the crafting tool buff from 24 hours to 10 days, and a couple items that escape me, one had to do with new quests on the PvP server or some such.</p><p>SO..unless a developer posts "Yep, sorry it's not in the notes, he's fixed.", guess we have to assume he isn't right now.  Oh well.</p><p>As an aside, why not roll Venril back to pre bork levels?  He was at least possible to kill then.  Then you can take your time with the nerf, test it properly and try to patch it in again.  What I'd do.</p>

Toredorf
04-14-2008, 12:55 PM
nice to know, now remove my debt and give me the repair money back!!! jk. thank u!

Druid03
04-14-2008, 02:31 PM
errr i just saw the notes for today...<span class="postbody"><p><b>LIVE EVENTS</b></p><ul><li>Isabell D'Ravius and Sorndinn De'Tretlar should no longer be distracted by someone else on the same step of the quest, if they are already fighting.</li></ul><p><b>PVP RULESET</b></p><ul><li>Three NPCs offering quests that were previously only initiated by guides are now available on PvP servers.</li></ul><p><b>TRADESKILLS</b></p><ul><li>The duration of the buff on harvesting tools has been increased to ten days.</li></ul><p><b>CLIENT DETAILS</b><i>Color Profile Changes</i></p><ul><li>For multi-head systems, when the client is in windowed mode the color correction settings will be only applied to the monitor that has the EQII client on it. The following caveats apply:</li><li>The client spanning multiple monitors is not supported.</li><li>If the client is dragged from one monitor to another, the gamma settings will not be updated until they are changed.</li></ul></span> so no notes for the VS fix, was he fixed anyway or not?

Yimway
04-14-2008, 02:49 PM
<cite>Lyndro-EQ2 wrote:</cite><blockquote>The patching of LoN is independent of our internal patching schedule (Same patcher, totally different pipeline).Believe me (or not), but I'm not a fan of having broken content on live servers for any amount of time, for any reason.  If it was possible for us to get this fix out sooner we would, but patching isn't a simple process.  I agree that it is unacceptable for issues to remain unfixed for any amount of time, and we are going to get this live as soon as possible... And it happens both ways, there are fixes to some exploitable encounters pending that I would love to have had gone out today or tomorrow.Right now assuming nothing else goes wrong the fix will go out Monday morning, and I really am sorry for the wait.</blockquote>Great.Now, please provide me an option in the patching engine to never download and LoN file, ever.   That would be really awesome.Cause nothing like logging in 15 mins before raid to see 15 mins of LoN downloads I DON'T NEED OR WANT!

Toredorf
04-14-2008, 02:51 PM
<p>Come on we need an answer!</p>

Lyndro-EQ2
04-14-2008, 03:16 PM
Yes the data was in the update notes, it just didn't make the patch message.  I'll see if I can get it added to the notes on the forum.

Druid03
04-14-2008, 03:40 PM
Thanks Lyndro

Toredorf
04-14-2008, 06:00 PM
NPC Fixed an issue that would cause Venril Sathir to still cast Fatalisis immediately after Toxic Infusion landed. Nice, but that wasn't the only issue... Toxic Infusion was out of any recast timer also... sometimes 30sec recast, 40secs, 54secs, ect. Nothing that cause changes on reuse and casting time was casted on the named. Was that fixed/check aswell?

Mofackie
04-14-2008, 11:30 PM
VS is still bugged, 3 Seconds after Nox Raid wipe,  3 pulls on him and we went elsewhere..............

Neiloch
04-14-2008, 11:36 PM
confirmed, still bugged

Phaine
04-14-2008, 11:38 PM
So the first patch wasnt tested and broke the encounter... then the fix, wasnt tested, and didnt fix it... classic.

luwegeeeee
04-15-2008, 12:11 AM
<span style="font-size: medium;">Confirmed. Still bugged, we were able to down this several times before but there is definitely something wrong now still.  Thanks SOE on your empty promises.  Wasted a night again in Venril waiting to flag some guild members.Fatalisis can still come right after ToxicStatues are still unreliableTimers inconsistentThanks for sneak altering the effect of Fatalisis also.Glucagon, nagafen</span>

ChiLLL
04-15-2008, 12:29 AM
These have all been confirmed by us also. I am getting sick of this actually. We pay an pretty high price to play this game... 24 X 25 dollars a month and we can't kill this guy for about 2 weeks now. that's a huge waste of our money for something that is supposed to be fixed already. Everytime so far that you "fixed" it, only the encounter gets worse.... How hard is to fix the name really? Undo the changes you made to him... it can't be that hard... and I'm half in the programming business... so I know how hard it would be. You people need to fix this... and stop saying... "we fixed it... oh yeah.. wait.. no we didn't ... it's coming soon though.... ok yeah I think we fixed it now.. did we?? I'm not sure... I'm just going to put it in the notes to cover my myself...." this is completely unprofessional and it ends up being a huge waste of time and plat for the gamers. How many times do you think so far that a full raid has gone into Venril's Lair because YOU said it's been fixed now and they wipe several times trying to see if it's true... HUGE waste of our time and HUGE waste of our plat... We do this because it is required by YOUR game rule structure that we have to kill certain npc's to get flags in order to go to another zone.... so basically... WE CAN'T DO ANYYTHING UNTIL YOU GET THIS RIGHT! Especially guilds who was only half flagged or need to flag others still to progress. Do the math... alot of people are disapointed with this. Oh.... on top of all this, we are a foreign(asian) raiding guild and your patch that does nothing it seems... runs right over our raid times. so if your going to patch and ruin our raid night.... fix something atleast.

ChiLLL
04-15-2008, 12:51 AM
<p>sorry that was meant to be *about 1 week now* not 2.</p><p> See... it is easy to fix something you did wrong....</p>

Boise
04-15-2008, 12:56 AM
how bout roll it back to the way it was 2 weeks ago, when yeah it sucked that occasionally a quick fatalis would wipe a good run, but was still beatable... then put these changes on test until you fine tune them correctly? you know what the TEST server is supposed to be used for....

Neiloch
04-15-2008, 02:43 AM
I'm honestly starting to think this whole thing is to just slow down people's progression through the content. Only because I can't believe someone would, or could, screw this up so completely. I almost hope that is the case otherwise I am going to lose a lot of faith in the coders and designers in charge of this stuff unless this gets fixed within this week. Even then I have already lost some confidence. If it takes something like 2 weeks to fix I won't care anymore because by then I would have quit. and if some post VS/leviathan stuff gets changed just coincidentally at the same time VS finally gets fixed, then I guess we will all know why this is happening. This whole thing is just ridiculous.

Troubor
04-15-2008, 05:19 AM
<p>Ick, so apparently the April 14th hotfix didn't actually fix him?  Glad our little raid alliance only raids on Friday & Saturday then, at least for us they have most of the week to still try and fix him, or if they had any sense roll him back to the pre April 9th settings for now until they can see what is actually breaking him with their attempted nerf.  (I doubt seriously they will roll him back..just leave him broken until another "fix"..make too much sense to put in an earlier more or less working verison of him...).</p><p>Oh well.  Guess I'll check this thread and the patch notes once a day and hope he isn't borked by the time Friday night rolls around.  We still have a lot of people to flag before we really can do Levithian well, since we're a casual group we're just now up to killing Venril really.  Well..someday we can get enough of our regulars flagged to be able to do a decent try on Levithian..someday...</p>

LygerT
04-15-2008, 05:29 AM
come on guys, you have the ability to outfit a fully mythical character with 1 million +HP so you can solo an epic X4 so testing these things should not be an issue... i fully realize things that get put on test aren't being tested so that forces you to do some testing on yuor own when possible.

Toredorf
04-15-2008, 09:42 AM
<cite>Glucagon@Nagafen wrote:</cite><blockquote><p><span style="font-size: medium;">Confirmed. Still bugged, we were able to down this several times before but there is definitely something wrong now still.  Thanks SOE on your empty promises.  Wasted a night again in Venril waiting to flag some guild members.Fatalisis can still come right after ToxicStatues are still unreliableTimers inconsistentThanks for sneak altering the effect of Fatalisis also.Glucagon, nagafen</span></p></blockquote><p>Keep all those in mind for the fix, is not only the fatalisis casting right after toxic.</p><p>If we where playing playing in a free private server is ok to wait 2 weeks for fix, but in a SoE server???? come on... /<b>sarcasm </b>WoWscape have less bug than this and is a WoW free private server! /<b>sarcasm off</b></p>

Oxie
04-15-2008, 10:25 AM
Like others have said...it's still not working. We still have a few new members that we need to flag, and can't because of this crap. We have people in our guild quitting the game soon, due to lack of being able to progress and get back into VP. We have people just hanging out until May 20th, and they'll be quitting for AoC. We have people that still want to play this game, because we've been in this game since day one, and we really do like playing the game. I'm tired of trying to get VS down, only to find out it's bugged and we just slink off to clear PR...AGAIN. I'm tired of the repair bills and having people spending their "down" time making nox potions over and over again. T minus 36 days and counting.

Geothe
04-15-2008, 12:30 PM
<p>This is downright pathetic.Nice job SOE.. really becoming par for the course lately.</p>

Jahnos
04-15-2008, 01:54 PM
<p>Lyndro, here's the scoop.</p><p> In order to evade fatalis, each shammy or fury in raid would have to cure a 3 second timer Noxious with a 2 second group-cure.  That's a margin of error of 1 second.  If you put lag into play, the party wipes every time.  I mean, it's POSSIBLE to kill Sathir, I have even heard of guilds getting him down to 50% last night.  Thing is, I am not entirely certain that a T2 end-boss is intended to require that MUCH precision in the kill.</p><p> Can we get some sort of comment either way as to if this mob is working as intended or not?  I'd like to know before I bring in my raid force to kill Sathir, I've been waiting for a week to see what the status is.  I, for one, am waiting on an answer stat.</p><p> I'd assume it's pretty easy to fix.  Looks like 2 things need to be changed:</p><p>1.  Adjust the timer of Toxic Infusion to be static instead of sporatic</p><p>2.  Adjust the timer tick of Fatalis to 6 seconds (the way it was) as opposed to 3 (what it is now).</p><p> Do that and you have a very happy forum! <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /></p><p> Thank you and we all look forward to your response.</p>

Oxie
04-15-2008, 02:32 PM
<p>It's all fine and dandy to be responsible for your own nox cures, but it's kinda hard to cure yourself when you're feared and you have a nox hit you at the same time. Even if someone was able to cure the arcane off of you fast enough, you do not have enough time to hit your nox cure.</p><p>There is also a bug that we've seen happen a few times for our "statue clicker guy", but that's another can of worms that I really do not want to see them mess with....'cause the worms will end up being turned into pit vipers. =/</p>

Lyndro-EQ2
04-15-2008, 03:05 PM
We are looking at this still, and we believe the culprit is probably traumatic swipe or one of the abilities in that line.

RanmaBoyType
04-15-2008, 03:10 PM
<p>while you are looking at it, can you please verify that "Sonic Interference"  a troubador aa, is not affecting the timer before fatalisis procs.</p><p>Sonic interference should reduce the duration of hostile effects cast by the target by 30% This means if it is not taken into effect, if we originally have only 6 seconds to react to toxic infusion, then if sonic interference is in, we now only have 4.2 seconds to react - an unintended side effect of an otherwise useful ability.</p>

Rippitt
04-15-2008, 03:19 PM
Please please PLEASE just roll it back to a month ago. At least the 'bad luck' factor only came into play once every 20 pulls then. Our raid force is trying to kill Leviathan with about 16-18 flagged players. This is ridiculous.

Toredorf
04-15-2008, 03:25 PM
<cite>RanmaBoyType wrote:</cite><blockquote><p>while you are looking at it, can you please verify that "Sonic Interference"  a troubador aa, is not affecting the timer before fatalisis procs.</p><p>Sonic interference should reduce the duration of hostile effects cast by the target by 30% This means if it is not taken into effect, if we originally have only 6 seconds to react to toxic infusion, then if sonic interference is in, we now only have 4.2 seconds to react - an unintended side effect of an otherwise useful ability.</p></blockquote>hmm that shouldn't matter, Fatalisis don't hit cause Toxic infusion expires, Fatalisis is another AE, so don't matter if toxic stays for 1 min or for 1 sec as long as Fatalisis doesn't cast when Toxic Infusion is on.

Dusei
04-15-2008, 05:12 PM
<cite>Lyndro-EQ2 wrote:</cite><blockquote>We are looking at this still, and we believe the culprit is probably traumatic swipe or one of the abilities in that line.</blockquote>"What?! Now you've done it! The bunnies are angry! ANGRY I TELL YOU!"  ... Thats all I can come up with after another wipe at your supposedly fixed encounter.

Oxie
04-15-2008, 05:34 PM
<cite>Lyndro-EQ2 wrote:</cite><blockquote>We are looking at this still, and we believe the culprit is probably traumatic swipe or one of the abilities in that line.</blockquote><p>/sigh</p><p> It's always that rogues that get the blame! We didn't do anything wrong! We're innocent! Honest...we were just standing there and doing our best to look handsome.</p><p>/shifty eyes</p>

interstellarmatter
04-15-2008, 05:54 PM
<p>Well, if this is the case, the fix is easy.  Just take out all the Rogue's AA abilities in the game until it's fixed.</p><p>*ducks and run for cover*</p>

Troubor
04-15-2008, 06:39 PM
<cite>Lyndro-EQ2 wrote:</cite><blockquote>We are looking at this still, and we believe the culprit is probably traumatic swipe or one of the abilities in that line.</blockquote><p>Well, it's good to see you're still looking into it..but until it is fixed, why not roll him back to pre April 9th stats/script then?  This has been asked a couple times now, to be honest.</p>

Arsenic99
04-15-2008, 07:05 PM
a rollback in the meantime would be a hell of a lot better than an all stop on raid progression =/ while you "look into it"

Toredorf
04-15-2008, 07:54 PM
i don't know all the abilitys that mess recast, cast and recovery of mobs, but I said to the guild, "Don't USE anything that change the recast, reuse or recovery of the mob". I checked the parse and traumatic swipe wasn't casted and the mob still manage to cast fatalisis right before Toxic. So the problem isn't traumatic swipe. hope this helps

Slowin
04-15-2008, 08:58 PM
Should just change it to one AE that if not cured within 12 seconds death touches you.. that would make things easier =)

Kru
04-15-2008, 10:47 PM
Fix this bugged mob.  And don't put it off and make us have to wait until the servers come down again.  Do a hotfix for it, and make sure it's in by Wednesday at the latest.  There are no excuses, this is a live server.  We don't pay a monthly subscription for broken content.

ChiLLL
04-16-2008, 02:40 AM
<p>It's not traumatic swipe...a re you guys kidding me?  You designed this game and that's the best reply or thought u got?  ok for 1 the raid at times will get wiped on pull... because the time it takes the mob to get form spawn point to pull spot.. he already dropped toxic and fatalisis.... everyone's dead so absolutely no time to use traumatic swipe.  and for 2 don't u think we doul thin of that???  so we told them not to use traumatic swipe to see if that was it... A WEEK AGO.... and yeah no.. that's not it.  8 or so pulls with no one casting a spelll delay or interupt type debuff.  He is just broken period... fix it please... this is getting out of hand if you guys are just guessing for anything now.... come on.</p>

ChiLLL
04-16-2008, 02:43 AM
<p>Actually speaking of which... why don't you just take fatalisis away from him right now???  Until you can fix your own work... because we are paying money so it's an easy answer that allows us to still do his encounter and buys you time to guess all kinds of stuff until you really find the problem.  </p><p>Remember there is plenty of other things that makes this mob hard as hell...</p><p> Take away his fatalisis so we can kill again please!!!</p>

Neiloch
04-16-2008, 02:59 AM
To me this seems like a case of messed up priorities. I really can't think of a single thing thats more important than fixing VS for how far bugged he is, as well as how tied into several facets of content he is. Not new content, not other bugs, not farmers or sellers, not exploiters. This is a bug thats detrimentally impacting hundreds if not thousands of players today alone. Every day we are available and capable of fighting if not killing VS and he is bugged, is cheating us out of content we paid for long ago.If your plan is to hold off fixes until you get it absolutely right, you need to ditch that plan right-[Removed for Content]-now. This isn't beta, this isn't release, this isn't even the first year of a game, we are years into a live game not to mention months in to a expansion. It is not unreasonable to expect this to be fixed one way or another immediately. If you have to just make him super easy, skippable and flag everybody that needs him dead for whatever quest, or at least roll him back to before this all happened, whatever it is it needs to be done within the week and it needs to work.

Toredorf
04-16-2008, 10:40 AM
<p>Here is a solution to avoid any more bugs..... Toxic Infusion poison AE dot duration 6sec, recast 54, when toxic infusion expires (times run out, curing doesn't trigger it) it will cast fatalisis on target of the spell (will kill u).</p>

ToiletBomb
04-16-2008, 12:05 PM
<p>I'm with the others.  I'm pretty sure I've seen the mob do his nox / fatalis combo before any debuffs are up simply because he seems to be casting his AE much faster than normal on the incoming.  We were also noticing the AE to be hitting more often if he is having some sort of spell haste now?  Maybe he's just doing everything on an accelerated time table now?</p><p>Yes it is definately potion cureable.  But the window of error is by far too small.  The issue is with timers as screwey as they are now you basically have to stop doing all dmg for a good long while to be ready to hit your potion asap.  The most success I have with curing it off is to literally watch for the casting animation and cue the potion then to have it hit immediately as the nox lands.  </p><p>That seems a bit extreme to me.  Is there anything we can do to help at this point?  I'm sure tons of people have a good number logs by now.  Mine was only from the original change (haven't bothered going back since) but I know I will gladly send them in if desired.  (Please ignore guild profanities ;P )</p><p>But yes, two possible meantime fixes (and I would think they would be relatively easy), roll him back to when he was at least doable (frustrating but doable), and/or make it to where we can zone into levi with an Overking OR Venril sathir kill.  I'm pretty sure that would at least calm most everyone here down.  The biggest frustration for me is definitely that we can't move on til this is resolved.</p>

GangleG
04-16-2008, 12:18 PM
To be honest, fatalisis should just be completely removed from his arsenal.  This would bring him more inline as a T2 mob.  Fixing the timer would essentially be the same thing as any raid force would not leave a cure long enough for it to happen in the first place.  This would remove the [Removed for Content] "luck" factor to this mob.

Toredorf
04-16-2008, 12:49 PM
<cite>GangleG wrote:</cite><blockquote>To be honest, fatalisis should just be completely removed from his arsenal.  This would bring him more inline as a T2 mob.  Fixing the timer would essentially be the same thing as any raid force would not leave a cure long enough for it to happen in the first place.  This would remove the [I cannot control my vocabulary] "luck" factor to this mob.</blockquote>without fatalisis he would be esier than those casual contested.... So pls don't. Just fix it, make timer consistent, test it and patch it..... Where do you sing for content testing? oh wait just have one of your NPU guys test it! meanwhile a rollback would be nice.

GangleG
04-16-2008, 01:12 PM
How would he be easier than the casual contested?  Fatalisis hits, for what, like 400 damage without nox up?  If fatalisis was never meant to go off right after nox then it's moot to the encounter in the first place.

Banditman
04-16-2008, 01:24 PM
Because curing requires people to stop what they are doing and, well, cure.  Taking away the need to cure totally [Removed for Content] the encounter.

Jahnos
04-16-2008, 01:51 PM
<p>Mr Lyndro,</p><p>We are curious as to what the status is.  I am about to take my raid force into VS tomorrow and I would like to know if it's ok to do so.  I am hearing of guilds beating VS right now even with the bug, but we are hoping you folks will patch tomorrow morning with a fix or a roll-back.  Has anything been determined as of yet?  Tempers are pretty high right now, it'd be great to see some action before the end of the week.  Thank you!</p>

RanmaBoyType
04-16-2008, 01:56 PM
<cite>GangleG wrote:</cite><blockquote>How would he be easier than the casual contested?  Fatalisis hits, for what, like 400 damage without nox up?  If fatalisis was never meant to go off right after nox then it's moot to the encounter in the first place.</blockquote><p><strike>do your raiders have like 100k poison resist or am i missing something?</strike></p><p><strike>or have you actually never even fought VS and talking out of your [I cannot control my vocabulary]?</strike></p><p>Edit - i have been schooled by the wife.  Leaving this here so you can see me apologize.</p>

Frigid2000
04-16-2008, 03:06 PM
Fatalisis is what wipes your entire raid if someone hasn't cured their noxious dot in time. And VS isn't terrible if people pay attention.

Cathars
04-16-2008, 06:14 PM
Just want to restate that VS being broken effectively blocks every guild who isnt totally flagged from him already from doing the content including and beyond him.  The deveoplers understand this, right?  I mean, really understand the implications of breaking a *required* middle link of a progression chain.  Because it sure seems like they don't.  Cutting off access to half your raid content isn't very bright.  Just sayin, I'd like to see some kind of confirmation that they get this concept and how important it is to put on the top of the 'todo' list.

Starwindz
04-16-2008, 11:06 PM
Ya seriously like im trying to be patient but this guy is preventing me from getting my mythical. We clear VP every week and i cant get my update cause a T2 mob has been broken and supposedly fixed twice. Please get on this guys.

Druid03
04-17-2008, 11:09 AM
a little update on why this encounter isnt fixd yet would be nice, even a "we have no idea how to fix it" will do...

Brinelan
04-17-2008, 11:14 AM
<p>I saw test notes from yesterday about a fix to VS.  Isn't that what youre looking for?</p><p> *Edit* Spelling</p>

Druid03
04-17-2008, 11:21 AM
<cite>Brinelan@Guk wrote:</cite><blockquote><p>I saw test notes from yesterday about a fix to VS.  Isn't that what youre looking for?</p><p> *Edit* Spelling</p></blockquote>the notes about VS being fixed was on monday, and he wasn't fixdhere's Lyndro's answer to it not beeing fixd, which was posted on tuesday:<cite>Lyndro-EQ2 wrote:</cite><blockquote>We are looking at this still, and we believe the culprit is probably traumatic swipe or one of the abilities in that line.</blockquote>i didnt see any notes from yesterday, i just checkd the game update section and the launcher too

Druid03
04-17-2008, 11:55 AM
<span class="headline">Hotfix<i> April / 17 / 2008</i></span> <p>GAMEPLAY</p> <p>Fixed a memory issue associated with some particle effects, especially in Veeshan's Peak.</p> <p>Added a new option, “Reuse vertex buffers”, in the “Display” tab under “Performance”, this may help alleviate some of the stutter or stall issues seen on certain video cards.  When set, the graphics engine will cache and reuse vertex buffers.</p> <p>Fixed an issue where the Overking would sometimes not drop an item from his common item table.</p> <p><b>During the Venril Sathir fight, there is more time between the casting of Toxic Infusion and Fatalisis, and the casting time of Toxic Infusion can no longer be modified.</b></p> <p>The Mistresses of Hate will no longer part with their black hearts so easily.</p> <p>The rhino calves should once again be able to be delivered to the distant herd in the fury epic.</p><p>There we go....</p>

Brinelan
04-17-2008, 11:58 AM
<p>I was off on the days, but I knew I had just read it.</p><p>I hope that was the fix you were all hoping would come.</p>

Troubor
04-17-2008, 12:44 PM
<cite>Brinelan@Guk wrote:</cite><blockquote><p>I was off on the days, but I knew I had just read it.</p><p>I hope that was the fix you were all hoping would come.</p></blockquote><p>Well...this is what, the second or third "fix" after the April 9th hotfix change?  I'm hoping it is too, and that this isn't another borked "fix" that actually does nothing to fix it.</p><p>Well..erm..who will be the brave souls to go down to deep Sebilis just to see if he is fixed or not?  Half tempted to say "Okay developers, you say AGAIN he's fixed..okay, prove it.  Go in their with your own raid, 24 characters not twinked for testing, just in about average gear for an average guild or raid alliance that might fight him, and provide screenshots.  <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />  ".</p><p>Anyway, let's hope this is REALLY a fix.</p>

Jahnos
04-17-2008, 12:56 PM
I see a quick fix for VS is on the test notes.  Is that going to be ported over this week or next?

Mofackie
04-17-2008, 01:26 PM
I wonder when this will port over so we can kill him again.   I have heard of a guild on our server killing him bugged, but they raid way late so they aren't getting the server side lag that we got.  From Toxic Infusion to Fat the timer would go from 4 seconds sometimes to not even a second.   I hope this Fix does the job and we can flag peeps for Lev.

Troubor
04-17-2008, 10:20 PM
<cite>Jahnos wrote:</cite><blockquote>I see a quick fix for VS is on the test notes.  Is that going to be ported over this week or next?</blockquote><p>Wait, there was a fix with part of the April 17th patch on the live servers..that one didn't work either?  I haven't looked at the test patch notes yet to see if they mention ANOTHER fix there.</p><p>Addendum:  Looks like the April 16th patch on TEST and the April 17th patch on the live servers are the same.  So...anyway, back to asking if anyone has tried him tonight (April 17th) and cares to report on if he works.  Our raid alliance won't be raiding until Friday and Saturday, so we haven't tried it yet.</p>

Cabose
04-17-2008, 10:50 PM
Still broken.

luwegeeeee
04-17-2008, 11:58 PM
Timers still broken and inconsistent, specifically Toxic Infusion.  Triggers anywhere from 32 to 46 seconds.

Troubor
04-18-2008, 12:04 AM
<p>Okay, thanks for reporting that as of April 17th he's still borked.</p><p>Now..IF any developers are still reading this thread...I'm back to asking this...</p><p>Why haven't you guys rolled Venril back to the pre April 9th script/settings?  So that he can at least be attempted with some chance of success?</p>

Mercuratrayin
04-18-2008, 12:37 AM
As of April 17: Venril STILL Buggy, Statues still triggering despite clicky on activators. Toxic Infusion still not curing, or killing people despite being cured.

Calm
04-18-2008, 07:16 AM
<p>We just killed him for the first time tonight, so he's definately doable now.  (It was probably our 3rd-4th night in there, not counting the past week of being bugged.)  Toxic infusion seems a bit more random now and the clicky things need to be attended to carefully, as it seems you can't always rely on a glow.</p>

Boise
04-18-2008, 07:45 AM
<cite>Mofackie wrote:</cite><blockquote>I wonder when this will port over so we can kill him again.   I have heard of a guild on our server killing him bugged, but they raid way late so they aren't getting the server side lag that we got.  From Toxic Infusion to Fat the timer would go from 4 seconds sometimes to not even a second.   I hope this Fix does the job and we can flag peeps for Lev.</blockquote>8:45ish CST is really way late? cause thats about when we killed him on the bone on tuesday night... dont the wheels on the bus start rolling around 8CST? we might have had a little less lag from no one wanting to go to venril because he was "bugged", maybe your lag  was due to after the patched notes everyone who wants that kill was headed back to VS. can't comment on how he is after the 4/17 patch

Jahnos
04-18-2008, 10:52 AM
<p>Looks like that did the trick.  We got him last night as well!  <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" />  FYI:  Your timers are going to be all over the place if you still allow your peeps to swipe on Sathir.  Your parser will detect swipe and compensate in the timers, BUT... since swipe does not ACTUALLY hit, your timers will be erratic at the very least.  Please take that into account.  </p><p>Oddly enough, I actually like the way Sathir is behaving now vs the way he was.  THERE ARE MAJOR DIFFERENCES (sans the bugs) to his behavior.  Compensate and you win.  Don't and well... you just don't. <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /></p><p>Good luck, and thank you all!</p>

Xanrn
04-18-2008, 12:55 PM
<p>Well he was buggy for us last night.</p><p>Especially thoose stupid damm statues which shouldn't even be part of the sodding encounter.</p>

Troubor
04-20-2008, 11:21 AM
<cite>Xanrn wrote:</cite><blockquote><p>Well he was buggy for us last night.</p><p>Especially thoose stupid damm statues which shouldn't even be part of the sodding encounter.</p></blockquote><p>Our guild (we're slowly going from an alliance to a guild now) went in Friday night.  Toxic Infusion seemed to only have about a really short delay before going off, not nearly enough time to cure.  The statues (I was on statue duty) seemed to come on faster (which is fine, actually don't mind that) and at least twice in two hours didn't function properly.  I reached to click one...and it stopped glowing and activated the golems before I could do anything.  To give an idea, before Friday the 18th, I'd say the statues were bugged twice for the whole period of time we'd gone down there...call that a month before we killed him.  So..it's gone from two bugged clicks a month to two bugged clicks a night.  This wasn't even our full four hour session, after two hours we bailed and spent the second half of our session in Shard of Hate.</p><p>So..Toxic Infusion is going off so fast we can't cure it, and the statues although not so bugged to be unplayable are a lot more touchy.</p><p>Please, whatever you keep doing to 'fix" this...stop!  Roll Venril's script or whatever it is back to pre April 9th levels.  Venril was far from a perfectly functioning encounter, but he was killable.  Why "fix" something that mostly wasn't broken?</p><p>As an aside, I suspect we'll no longer see a developer reply in here.  I could be wrong, but I've seen too many threads where the first couple of pages, we get replies..then nothing.  I know I won't get an answer, but please tell us WHY you can't roll him back to pre April 9th settings?</p><p>Addendum:  Forgot to add when I posted this a couple days ago that we told our rogues to not use swipe at all.  So that wasn't an issue with us, and we did go in after April 17th.</p>

acctlc
04-21-2008, 08:13 PM
Spent all night on this last night.  As far as we can tell the timer on Toxic infusion has *no* rhyme or reason to it. It  seems completely random still.  Its not just ACT and possible swipes screwing it up...the aoe was varying from 30 secs  to more than 60 secs!   This is making this fight more of a pain than it should be.  With a timed AOE folks can rely on cure pots when the noxious comes up.  As it is now we hope and pray we have the right healer setup for group cure noxious, and I would *not* want to think how much our healers are despising this encounter with the responsibility of keeping our butts cured on top of power management and having to keep the tank alive.  I had a bit of fun on this encounter the way it was before, if it stays as it is now I'll never go back  after getting our members the flag.

xpraetorianx
04-21-2008, 08:13 PM
is this encounter still screwed?

NiteWolfe
04-21-2008, 08:43 PM
<cite>xpraetorianx wrote:</cite><blockquote>is this encounter still screwed?</blockquote> We had no issue with this mob last night

Druid03
04-22-2008, 12:53 AM
we tried him tonight and his timers are all over the place, this is the 1st time we tried him since the LUand he was on farm status before that....we tried to time Toxic Infusion but couldnt, it was going off at 28s, 72s, 53s, 42s, 19si can post or PM logs if needed, this is ridiculous

Troubor
04-22-2008, 04:48 AM
<cite>xpraetorianx wrote:</cite><blockquote>is this encounter still screwed?</blockquote>Almost depends on whom you ask.  I hope this wasn't intended, but it seems like toxic infusion is one some bizarre random timer that's impossible to gauge now.  IMO yes..but then again some people are posting that they did drop him.  We did bail on Friday after a few pulls though, and we did kill him before April 9th..and best of my knowledge there was no new patch Monday morning.

Mercuratrayin
04-22-2008, 05:20 AM
it still comes down to this. The encounter is not fun. We've beaten Overking (Though this may not last long as I hear Devs plan on changing him again soon as well) but cannot make progress on this mob , and not for the lack of trying. Not progressing this mob is making for alot of bitter players,  which means, not showing for raids, and infighting.

Banditman
04-22-2008, 10:17 AM
I don't have a problem with Toxic Infusion being on a random timer, so long as the timer is long enough to allow group cures to recycle.  Some people are reporting seeing TI go off in less than 30 seconds, which is not enough time.  It needs to be 30s minimum.

GangleG
04-22-2008, 12:16 PM
Although we had no problems with the statues, his AE seems to have a completely random timer.  The only solid timer is the paralisis 5 seconds after toxic infusion.  We've also had him power drain the entire raid also (yes the soulcube was successfully used as seen in the logs), which spawned 24 adds a second after.  This mob is so buggy and unpredictable that when needing to flag new players makes me want to /cancel.  Seriously devs, fix this [Removed for Content] mob, it's getting to be pathetic.

Permanent
04-23-2008, 12:49 AM
<p>This mob is still not working correctly.. it cant be. </p><p>Reset on us once and one time the raid was hit by ae that normally goes off when you are supposed to use the cube way before 65%. </p><p>Timer for toxic infusion is all over the place with the trauma and some strange lag I lost all mana even after TI was cured and one time I just became mezzed with nothing in logs at all. </p><p>(checked ACT and there was no power drain on me at all and my mana was well within range)</p><p>Statues not glowing to be clicked then all the sudden glowing causeing wipe...</p><p>We've killed the mob several times before but this is nuts. Its killable but just crazy. Either your REALLY lucky or you wipe wipe wipe.</p>

LygerT
04-23-2008, 06:13 AM
yea, it's doable but the fixes to make it more reliable have had the complete opposite effect so far and continue to do so. the encounter needs a complete revamp now or just patch it back to what it originally was, at least it was easier back then..

Troubor
04-23-2008, 03:03 PM
<cite>Lyger@Mistmoore wrote:</cite><blockquote>yea, it's doable but the fixes to make it more reliable have had the complete opposite effect so far and continue to do so. the encounter needs a complete revamp now or just patch it back to what it originally was, at least it was easier back then..</blockquote>QFT.  Complete revamp or rollback to his pre April 9th stats/script would be nice.

TheBu
04-23-2008, 05:43 PM
<p>A few Graphic Bugs I c that cause problems.1."Statues not glowing" when they need to clicked.2. Also some people turn"blue" yet don't have the graphic effect on them(or only some can see)</p><p>With the "Fix" the timer for toxic infusion is just to variable and kills the window for dps and makes the fight much harder.The fight was much more doable before with consistent recast timers for toxic infusion. </p>

acctlc
04-24-2008, 04:52 AM
<cite>Permanent@Permafrost wrote:</cite><blockquote><p>This mob is still not working correctly.. it cant be. </p><p>Reset on us once and one time the raid was hit by ae that normally goes off when you are supposed to use the cube way before 65%. </p><p>Timer for toxic infusion is all over the place with the trauma and some strange lag I lost all mana even after TI was cured and one time I just became mezzed with nothing in logs at all. </p><p>(checked ACT and there was no power drain on me at all and my mana was well within range)</p><p>Statues not glowing to be clicked then all the sudden glowing causeing wipe...</p><p>We've killed the mob several times before but this is nuts. Its killable but just crazy. Either your REALLY lucky or you wipe wipe wipe.</p></blockquote>Agree with most if not all of this, after 3 nights of constant wipes on this mob.  We had him AE the raid and wipe us once after we used the cube on him.  Confirmed in the logs that the cube was used...didn't stop the AE.  A fair chunk of wipes due to Statues,  and while I'm not the statue clicker myself...I'm guessing a large number of these are probably due to bugs if others that *do* click them are reporting problems.   Agree on everything being said about Toxic infusion on random timer.  This encounter really does seem to be more based on *luck* than it ever was before.  If you're lucky to get the statues to click correctly you live, if you are lucky and have enough group cure noxious for each group you live, if you're lucky enough to not  be feared when your group curer has the detrimental effect that prevents them from casting you live (assuming you have cure potions of course).

Troubor
04-24-2008, 09:44 AM
<cite>Arieva@Oasis wrote:</cite><blockquote><cite>Permanent@Permafrost wrote:</cite><blockquote><p>This mob is still not working correctly.. it cant be. </p><p>Reset on us once and one time the raid was hit by ae that normally goes off when you are supposed to use the cube way before 65%. </p><p>Timer for toxic infusion is all over the place with the trauma and some strange lag I lost all mana even after TI was cured and one time I just became mezzed with nothing in logs at all. </p><p>(checked ACT and there was no power drain on me at all and my mana was well within range)</p><p>Statues not glowing to be clicked then all the sudden glowing causeing wipe...</p><p>We've killed the mob several times before but this is nuts. Its killable but just crazy. Either your REALLY lucky or you wipe wipe wipe.</p></blockquote>Agree with most if not all of this, after 3 nights of constant wipes on this mob.  We had him AE the raid and wipe us once after we used the cube on him.  Confirmed in the logs that the cube was used...didn't stop the AE.  A fair chunk of wipes due to Statues,  and while I'm not the statue clicker myself...I'm guessing a large number of these are probably due to bugs if others that *do* click them are reporting problems.   Agree on everything being said about Toxic infusion on random timer.  This encounter really does seem to be more based on *luck* than it ever was before.  If you're lucky to get the statues to click correctly you live, if you are lucky and have enough group cure noxious for each group you live, if you're lucky enough to not  be feared when your group curer has the detrimental effect that prevents them from casting you live (assuming you have cure potions of course).</blockquote><p>Yeah, I'm usually a "statue clicker" for us..it's bugged.</p><p>Since it is literally so luck based..they should just have everyone zone in.  Kill the two golems who are just more or less normal trash mobs.  Then have the raid step on a plate.  Venril starts a small script, standing next to a Gigglegibber goblin, who is next to a big wheel.  Venril in his nefarious way tells the Gigglegibber to spin the wheel, which is marked "Win/Lose"..with it weighted to hit "lose" 90 to 95 percent of the time.  Hit Lose..Venril just pops Fataltis raid wipes.  Hit "Win" Venril dies, leaves a box and people are tagged to be able to enter Levithian's lair if they weren't before.</p><p>(And yes..for those whom don't get the sarcasm, THIS IS A JOKE.  <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />  Only saying it might as well be random, with a "Loss" 95 percent of the time.  At least it would be faster, a raid could just strip naked, keep wiping all night until the goblin hit "Win" on his little roulette wheel..less painful then what we have now).</p><p>To beat a dead horse...Developers...you seem awfully quiet.  Working as intended?  If not...care to give an ETA/Reason why you're not rolling back to Pre April 9th stats?  If you're putting off a fix or even a rollback for GU 45...then well..could you tell us that?</p><p>Think I'll look up the name of the guy who posted a few times in here, PM him at this rate today.  Don't worry I'll be polite.  <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Xisi
04-24-2008, 12:00 PM
Stupidest encounter ever. It is too luck based. A little bit of luck makes encounters unpredictable and interesting, but too much luck makes encounters frustrating.

GangleG
04-24-2008, 12:27 PM
Can we get an  eta on a "fix", or roll-back?  We're trying to flag some recruits through this and it's getting really old.

Aule
04-24-2008, 12:57 PM
<p>We killed it last night just fine.  Would have had it on the first pull but someone screwed up their pow sprinting and getting feared and not turning it back off.  So we killed it second pull.</p><p>If you bring 4 people that can group cure noxious and they don't do any damage to the mob then they won't be feared.  You just need to be on top of the cures, and the priests need to not suck at curing.</p>

Banditman
04-24-2008, 01:30 PM
<cite>Aule@Guk wrote:</cite><blockquote><p>If you bring 4 people that can group cure noxious and they don't do any damage to the mob then they won't be feared.  You just need to be on top of the cures, and the priests need to not suck at curing.</p></blockquote>Truth.

Troubor
04-24-2008, 02:35 PM
<cite>Banditman wrote:</cite><blockquote><cite>Aule@Guk wrote:</cite><blockquote><p>If you bring 4 people that can group cure noxious and they don't do any damage to the mob then they won't be feared.  You just need to be on top of the cures, and the priests need to not suck at curing.</p></blockquote>Truth.</blockquote><p>As I replied in the other thread where Aule posted, we did have basically what you described.  We also know that damage is what causes the fear, so without asking for a copy of a parse log (I usually don't run one, and where we pull I'm out of range over clicking the statues anyway) I would assume our priests were just focusing on cures and heals.  The time allotted to cure noxious right after Toxic Infusion is popped was way too short.  Seemed to maybe be one second, literally.  So IMO it's not "truth", or it wasn't "truth" on April 18th, which if you note is a day after the last patch April 17th.</p><p>Anyway, the point isn't to argue on if it is fixed, if it's possible or not.  The POINT is to either find out if this is "Working as intended" or if not, if they have a new hotfix planned.  I did send a PM to the developer who posted on the first couple of pages of this thread, assuming he does reply back and he gives me permission to post his reply, I'll post that in the threads about Venril I personally know about.</p>

Virulence
04-24-2008, 03:11 PM
<p>BROKEN RECORD: This encounter is broke. As of 4/24 it is broke..</p><p>You failed. Shocking yes.</p>

Permanent
04-24-2008, 03:49 PM
<p>Mob is definitly killable without 4 group cure nox, as we killed it last night with 2 groups without group cure nox.. Its just too buggy still. Statues popping, Ring AE hitting, MS not showing up in effect window. </p><p>I stand corrected on my previous statement about TI hitting and draining my power after I was cured.. seems Sentry Watch (Guardian group deathsave) saved a member who did not cure themselves and instead of intercepting just his damage I took his power drain as well. /shrug</p><p>Timer can be figured out.. its just not what most are used to..</p>

acctlc
04-24-2008, 07:21 PM
<cite>Troubor wrote:</cite><blockquote><cite>Banditman wrote:</cite><blockquote><cite>Aule@Guk wrote:</cite><blockquote><p>If you bring 4 people that can group cure noxious and they don't do any damage to the mob then they won't be feared.  You just need to be on top of the cures, and the priests need to not suck at curing.</p></blockquote>Truth.</blockquote><p>As I replied in the other thread where Aule posted, we did have basically what you described.  We also know that damage is what causes the fear, so without asking for a copy of a parse log (I usually don't run one, and where we pull I'm out of range over clicking the statues anyway) I would assume our priests were just focusing on cures and heals.  The time allotted to cure noxious right after Toxic Infusion is popped was way too short.  Seemed to maybe be one second, literally.  So IMO it's not "truth", or it wasn't "truth" on April 18th, which if you note is a day after the last patch April 17th.</p><p>Anyway, the point isn't to argue on if it is fixed, if it's possible or not.  The POINT is to either find out if this is "Working as intended" or if not, if they have a new hotfix planned.  I did send a PM to the developer who posted on the first couple of pages of this thread, assuming he does reply back and he gives me permission to post his reply, I'll post that in the threads about Venril I personally know about.</p></blockquote>I have to agree with others saying that the time between TI and Fatalisis *is* sufficient to allow group cures.  The last 2 nights we were there we used this approach and had no problems with that aspect of the encounter.  Helped to make sure each and every curer had a cancel spellcast macro attached to their cure and they had to be 100% on the ball hitting that cure as soon as TI went up.   Maybe they changed it since last time you were there, not sure.  But the rest of the encounters bugs still stand./frustrated

Troubor
04-24-2008, 09:40 PM
<cite>Arieva@Oasis wrote:</cite><blockquote><cite>Troubor wrote:</cite><blockquote><cite>Banditman wrote:</cite><blockquote><cite>Aule@Guk wrote:</cite><blockquote><p>If you bring 4 people that can group cure noxious and they don't do any damage to the mob then they won't be feared.  You just need to be on top of the cures, and the priests need to not suck at curing.</p></blockquote>Truth.</blockquote><p>As I replied in the other thread where Aule posted, we did have basically what you described.  We also know that damage is what causes the fear, so without asking for a copy of a parse log (I usually don't run one, and where we pull I'm out of range over clicking the statues anyway) I would assume our priests were just focusing on cures and heals.  The time allotted to cure noxious right after Toxic Infusion is popped was way too short.  Seemed to maybe be one second, literally.  So IMO it's not "truth", or it wasn't "truth" on April 18th, which if you note is a day after the last patch April 17th.</p><p>Anyway, the point isn't to argue on if it is fixed, if it's possible or not.  The POINT is to either find out if this is "Working as intended" or if not, if they have a new hotfix planned.  I did send a PM to the developer who posted on the first couple of pages of this thread, assuming he does reply back and he gives me permission to post his reply, I'll post that in the threads about Venril I personally know about.</p></blockquote>I have to agree with others saying that the time between TI and Fatalisis *is* sufficient to allow group cures.  The last 2 nights we were there we used this approach and had no problems with that aspect of the encounter.  Helped to make sure each and every curer had a cancel spellcast macro attached to their cure and they had to be 100% on the ball hitting that cure as soon as TI went up.   Maybe they changed it since last time you were there, not sure.  But the rest of the encounters bugs still stand./frustrated</blockquote><p>Guess for now if a few are reporting this I'll stand corrected.  Well to be more accurate I'll say we didn't see this on the 18th, but since we're a lot more casual as far as schedule goes and only raid on the weekends, we'll see (assuming we do try again, I don't handle our schedule) how it goes this weekend.</p><p>Anyway, did PM Lyndro.  No answer yet..PMed him..forget when but would have been bit before business hours Thursday the 24th, it's now 5:40 PM Pacific the 24th based on my PC's clock.  So...*shrugs*...we'll see if he replies.</p><p>And /agree frustrated.</p>

Druid03
04-25-2008, 02:56 AM
funny story, when they 1st broke this encounter a guildie told me it would take them for ever to fix it since they had no idea what the problem was...and silly me, i replied to him saying "cmon, they cant be that stupid"well ill be damned....2 full weeks and now they dont even have the courtesy to reply to the threads

Pathin Merrithay
04-25-2008, 03:32 AM
<p>The encounter works fine, it's just irritating. The statues do occasionally bug, but they've always done that. The time between Toxic and Fatalisis is more then enough for group curers to cast; Just make sure people aren't running out of range and that healers aren't getting feared. Killed him on 4/23.</p>

acctlc
04-25-2008, 06:43 AM
For god's sake, I do wish those that have killed him would shut up.  We aren't saying he isn't killable..so you got lucky..Wait till you get the kind of zone bugs the rest of us are getting.   You'll be sorry you derailed a thread with which we are *trying* to get this zone fixed.  

Troubor
04-25-2008, 08:03 AM
<cite>Azrayel@Crushbone wrote:</cite><blockquote><p>The encounter works fine, it's just irritating. The statues do occasionally bug, but they've always done that. The time between Toxic and Fatalisis is more then enough for group curers to cast; Just make sure people aren't running out of range and that healers aren't getting feared. Killed him on 4/23.</p></blockquote><p>Well, my experience differs greatly with regards to the statues, as I have said multiple times.  Others do say the time between Toxic & Fatalsis is long enough, so I don't doubt their experience but our personal experience was that it wasn't by any means, unless you consider one second enough.</p><p>I'm glad you and others have killed him.  Our people are crouching and/or in walk mode on the pull, our healers aren't being feared.  But there's still a large majority who can't kill him, who could before.  And there were a LOT more bugs introduced that weren't there before.  A car with a V6 engine running on only 4 cylinders might be "working" in that it can be driven..but that doesn't mean it's working fine.  Venril is "working" but not "working fine".</p>

RanmaBoyType
04-25-2008, 10:26 AM
<p>When our raid force tried him last week, we were able to manage the TI and fatalisis, however every single attempt was failed due to bugs with the statues, or the clicky cube.  </p><p>We've killed him before, multiple times, before they originally broke him,  since then we have been unable to make it past issues with the statues and the cube.</p>

xpraetorianx
04-25-2008, 11:00 PM
Then your statue clicker and cuber isn't paying attention to how the encounter works.  The statue clicker NEEDS to pay attention to Venril's health as well, because Venril does emote during certain times to which a STATUE MUST BE CLICKED.. you cant just spam it.  Ill give you a hint... 90% is KEY for statues, and the time to get the cube on is different as well.  Venril's script starts casting his huge nuke BEFORE 65%... you need to have enough dps to get him down to below 65% to get the cube on and stop the nuke.  Read his emotes, SOE practically throws the strategy in your face...The encounter is fine, its being killed all over, if your having issues then your raid leader is too bullheaded to change to the strategy...I bet people are saying the same thing with Shard of Hate... its not bugged, its only been changed, you either get better and change the strat or your gonna stay stuck on it.

Grimlux
04-25-2008, 11:16 PM
<cite>xpraetorianx wrote:</cite><blockquote>Then your statue clicker and cuber isn't paying attention to how the encounter works.  The statue clicker NEEDS to pay attention to Venril's health as well, because Venril does emote during certain times to which a STATUE MUST BE CLICKED.. you cant just spam it.  Ill give you a hint... 90% is KEY for statues, and the time to get the cube on is different as well.  Venril's script starts casting his huge nuke BEFORE 65%... you need to have enough dps to get him down to below 65% to get the cube on and stop the nuke.  Read his emotes, SOE practically throws the strategy in your face...The encounter is fine, its being killed all over, if your having issues then your raid leader is too bullheaded to change to the strategy...I bet people are saying the same thing with Shard of Hate... its not bugged, its only been changed, you either get better and change the strat or your gonna stay stuck on it.</blockquote>Yes... 1 second fatalisis, and statues randomly coming out even if we have 2 statue clickers... It's working fine! Get off your high horse and do the encounter so you can actually see what everyone is talking about...

Troubor
04-25-2008, 11:40 PM
<p>Okay, going to be lazy and cut and paste this into every Venril thread I've been posting in.</p><p>Took us Six pulls.  One </p><p>Pull 1:  Cube was buggy, didn't work right.  Was perfectly smooth until then.  Wiped</p><p>Pull 2:  Had a healer have her client application crash, so "bug" on her end so to speak.  Wiped.</p><p>Pull 3:  Statues completly bugged.  Didn't work right, their little arms didn't raise up, wiped.</p><p>Pull 4:  MT for some reason couldn't turn off sprint.  Possible bug, but unrelated to Venril.  Wiped.</p><p>Pull 5:  Someone else didn't watch power.  Our fault, wiped.</p><p>Pull 6:  Killed him.</p><p>So...Six pulls...one can't report on since a healer with group cures went LD too fast.  Call the last three pulls unbugged for sure.  So two pulls out of six we know were bugged, due to the LD one pull was too fast of a wipe to tell.  To be fair, time between TI and Fatalis was fairly long this time for us.  TI did seem to come in kind of random.</p><p>So..killable..but very buggy, 33 percent chance of a bugged pull that will cause a wipe beyond your control, maybe more.  So yes, he needs fixed badly, he's buggier then before.  But I will admit he can be killed now.</p>

Heyyou2
04-29-2008, 12:00 PM
<p>Yes, VS is still broken.</p><p>  But I find it interesting that no one else has mentioned the fact that this is supposed to be a Tier 2 raid.   My guild can kill Tier 3 easily, we have progressed to Maestro in Shard of Hate, and we are killing named dragons in Veeshan's Peak.  We cannot consistently kill Venril Sathir (around a 30-40% success rate).  Admittedly, the bugs have contributed to the failures, but the difficulty of this encounter is definitely out of synch with the total raiding progression.</p>

Ulrichvon
04-29-2008, 02:02 PM
<cite>Heyyou2 wrote:</cite><blockquote><p>Yes, VS is still broken.</p><p>  But I find it interesting that no one else has mentioned the fact that this is supposed to be a Tier 2 raid.   My guild can kill Tier 3 easily, we have progressed to Maestro in Shard of Hate, and we are killing named dragons in Veeshan's Peak.  We cannot consistently kill Venril Sathir (around a 30-40% success rate).  Admittedly, the bugs have contributed to the failures, but the difficulty of this encounter is definitely out of synch with the total raiding progression.</p></blockquote>Couldn't possibly agree more.However, this is nothing new, and I doubt SoE will be motivated to fix it.   To me its bout the same as the post-nerf rumblers.  IMO, they were the 2nd hardest encounter in the zone, and often was the 2nd kill in the EH progression.  Most people worked around it buy plying with the zone till they got one without the rumbler.  Shame there is not magic trick to knowing when you have a bugged Venril...

Ulrichvon
04-30-2008, 12:03 PM
Gentlemen,I just wanted to bring your attention to something in Gnorbin's reply in Non-Gameplay discusion that seems to indicate that they are aware of Venril issues and are still tweaking.<a href="http://forums.station.sony.com/eq2/posts/list.m?&topic_id=416247" target="_blank" rel="nofollow">http://forums.station.sony.com/eq2/...topic_id=416247</a>Note the timing of his post was after the last 'patch' to the mob.We can only hope that means they are still looking into changing this encounter some in response to the number of people frustrated and/or quiting the game because of it.Why they respond in non-gameplay and ignore gameplay posts on the subject, is well, simply beyond my reasoning.

RanmaBoyType
04-30-2008, 12:29 PM
<p>As of yesterday evening team IFO on mistmoore killed vs (immortal fellowship + Oops raid alliance)</p><p>We had multiple pulls, most failures however this past evening were not due to zone bugs, but cures and power issues.  we probably had maybe 2 or 3 wipes that i would claim due to a zone issue, one being the cube just NOT being activatable before VS slaughters us (If this is due to dps being too low, then so be it, not a bug then, however i am not sure on exactly how that works), and the other 2 due to statues not being clickable and we wiping to that. (we kept 2 people on statues)</p><p>We never had an early fatalisis last night and got him killed i think on the 8th attempt (as i said, alot were curing issues we had and power issues)</p><p>Happy to say we got 9 more people flagged for t3</p>

Troubor
04-30-2008, 03:21 PM
<cite>Ulrichvon wrote:</cite><blockquote>Gentlemen,I just wanted to bring your attention to something in Gnorbin's reply in Non-Gameplay discusion that seems to indicate that they are aware of Venril issues and are still tweaking.<a rel="nofollow" href="http://forums.station.sony.com/eq2/posts/list.m?&topic_id=416247" target="_blank">http://forums.station.sony.com/eq2/...topic_id=416247</a>Note the timing of his post was after the last 'patch' to the mob.We can only hope that means they are still looking into changing this encounter some in response to the number of people frustrated and/or quiting the game because of it.Why they respond in non-gameplay and ignore gameplay posts on the subject, is well, simply beyond my reasoning.</blockquote><p>True, although...his replies to the other items he replied to are..ahem..amusing.  I'll be kind, and say "amusing", and won't go into detail since that would be a major derailment of the thread to critique his replies in that one that don't deal with Venril Sathir.</p><p>Even if his replies are "amusing" for one who carries the title "community relations".</p>

Troubor
04-30-2008, 03:23 PM
<cite>RanmaBoyType wrote:</cite><blockquote><p>As of yesterday evening team IFO on mistmoore killed vs (immortal fellowship + Oops raid alliance)</p><p>We had multiple pulls, most failures however this past evening were not due to zone bugs, but cures and power issues.  we probably had maybe 2 or 3 wipes that i would claim due to a zone issue, one being the cube just NOT being activatable before VS slaughters us (If this is due to dps being too low, then so be it, not a bug then, however i am not sure on exactly how that works), and the other 2 due to statues not being clickable and we wiping to that. (we kept 2 people on statues)</p><p>We never had an early fatalisis last night and got him killed i think on the 8th attempt (as i said, alot were curing issues we had and power issues)</p><p>Happy to say we got 9 more people flagged for t3</p></blockquote>Good job, and glad to hear since this comes close to our experience last weekend.  I'm guessing/assuming we'll be flagging more people weekend of May 2nd/3rd..if things go poorly I'll probably post, if they go well I may not bother since it would be a repeat of what I've already said more or less.

Ulrichvon
04-30-2008, 03:57 PM
Yeah, he's killable again. Still a major PITA and not properly positioned in terms of difficulty and tier, but alas, who would post on the forums if the expansion was polished?

LardLord
04-30-2008, 04:13 PM
<cite>Ulrichvon wrote:</cite><blockquote>Yeah, he's killable again. Still a major PITA and not properly positioned in terms of difficulty and tier, but alas, who would post on the forums if the expansion was polished?</blockquote><p>We killed Venril before we killed Overking.  It took us two zone-ins to kill VS and something like 4-6 for Overking.  Back then, we would occassionally screw up the statues, the cube, or get Fatalisis'd early (possibly due to bugs, but I never bothered to learn the encounter well enough to be sure, and I never really cared).  My only theory on why VS may seem out of progression now is that gear (including the ultra-powerful SoH gear) has made Overking much easier, but, due to the nature of the Venril encounter, gear doesn't make that fight much easier.  </p><p>VS has always seemed like an extremely easy fight to me, certainly not too hard for that stage of progression. </p>

Frigid2000
05-01-2008, 12:41 PM
<p>We beat Venril last night and the encounter has indeed changed. But to be honest, in my personal opinion, he is much easier than before.</p><p>1.) Statues up top - no bugs to be found here. If your graphic settings are low, you may not see the green glow. If you are zoomed out too far, same thing. Even if you can't see it, it is your job to keep clicking on the statues to make certain they're not reset.</p><p>2.) Venril has far less hit points than before.</p><p>3.) Toxic Infusion was changed. If not cured fast enough, you will be power drained completely. The AoE damage is minimal at best now. DO NOT RELY on group cures. You should be responsible to bring noxious pots to this raid. Fatalisis never came into play.</p><p>4.) His melee attack is minimal at best now. He used to hit much harder.</p><p>5.) The rest is the same. Watch your detrimental window and keep an eye on the effects. The only way Venril can beat you now is if you beat yourselves. </p><p>Frankly, I applaud this change. While still complex, he was definitely less frustrating than before. I fail to see the reason for blaming Sony when it is probably your raid members that are wiping you for not being responsible. </p>

Davngr1
05-01-2008, 12:53 PM
this is a GREAT encounter and should never ever be changed.  personly i think every app should be dragred thru this encounter even if they are flagged for VP to just make sure he's not some idiot who spent the entire raid on his face to get the flag.    long story short if you have people in your raid that cant maintain enuff focus to dps/heal and  manage their mana and debuff window you don't stand a chance in VP anyhow.

Troubor
05-01-2008, 01:06 PM
<p>Guess I'll still standby my own experiences and say that the statues can be bugged, and the bug appears more often now.  Along with the soulcube.  And yes, my graphic settings are quite high so yes I can see the glow, and yes I am close enough to see it.  And yes, even if they seem completly borked, I keep trying to click them anyway.</p><p>Said this in another thread, but I do find it interesting that the whole gamut of experiences range from "he's not bugged!   He's easy, he's fine!" to "He's impossible, broke beyond being able to do!".  I think the reality is somewhere inbetween, and that some groups/guilds have had either exceptionally bad luck, or exceptionally good.  Not discounting your experiences, but mine is somewhere in the middle.  Bugged..will probably have to suffer through two or three wipes to get an unbugged pull, but not horridly difficult if one has a good pull, and no-one goofs up and forgets to watch their power.</p><p>Anyway..is he working..well yeah, but he's still pretty buggy.  I used the analogy of a six cylinder engine running on four cylinders.  The engine might "run", but that's far from optimal.  To continue the analogy..okay, you might be able to drive around that way, but don't be amazed if you stall out at every streetlight.  He's working..but not as well as he should.</p>

Rayche
09-02-2008, 05:08 PM
Well, after a few months of failing, and getting things MOSTLY working only to have statues pop even though the cube is being clicked...60-70 pulls later I'm wondering why Sony thinks this is fun.If you aren't going to fix Venril, please remove him from the requirements for my Mythical.Give me Leviathan instead... There are times I wonder why I even continue to send money to Sony when they waste my time like this.

Kendricke
09-02-2008, 05:16 PM
<cite>Rayche@Antonia Bayle wrote:</cite><blockquote>Well, after a few months of failing, and getting things MOSTLY working only to have statues pop even though the cube is being clicked...60-70 pulls later I'm wondering why Sony thinks this is fun.If you aren't going to fix Venril, please remove him from the requirements for my Mythical.Give me Leviathan instead... There are times I wonder why I even continue to send money to Sony when they waste my time like this.</blockquote>I can't speak specifically to your experience, but I can say that based on our experience (and the experiences of other guilds we're friendly with), the encounter is not bugging for us. We're having no issues with the statue clicks or cube click.

Yimway
09-02-2008, 06:10 PM
He's the same as he's been for months.We STILL get a bug on statue clicks at 90%, happens about 1:5 times.And we still get spawns on OK that are invulnerable, happens about 1:15 pulls.Those are the bugs we just accept and deal with.

bryldan
09-02-2008, 06:47 PM
<cite>Atan@Unrest wrote:</cite><blockquote>He's the same as he's been for months.We STILL get a bug on statue clicks at 90%, happens about 1:5 times.And we still get spawns on OK that are invulnerable, happens about 1:15 pulls.Those are the bugs we just accept and deal with.</blockquote>I do believe the OK spawn bug is when you try to engage them too early and overking summons you they sometimes then become bugged.

Rayche
09-03-2008, 01:17 AM
I'm at a point in the game where there's little to do besides beat Venril and get my Mythical.At this point it's not a roadblock... it's a game killer.Quite frustrating indeed.

Darkor
09-03-2008, 04:39 AM
<cite>Atan@Unrest wrote:</cite><blockquote>He's the same as he's been for months.We STILL get a bug on statue clicks at 90%, happens about 1:5 times.And we still get spawns on OK that are invulnerable, happens about 1:15 pulls.Those are the bugs we just accept and deal with.</blockquote>That is no bug, there is a work arround for that. Took us 2-3 pulls to figure out how to disable the aoe at 90 %