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#1 |
Loremaster
Join Date: Aug 2005
Posts: 111
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![]() Before I start, I want to make mention that I had quite a bit of fun in the Umbral Halls. The zone very much felt like it was out of a horror movie, and the group kept chatting about how it felt like the Cube, Event Horizon, etc so kudos to that. We had tons of fun despite the hours of wiping we did. For the sake of clarity, I'm a 90/281 Inquisitor that's almost completely mastered out in a mix of PVP gear, DoV gear, and SF gear. The group was a complete pug (we replaced something like six members over the entire four or five hours we were in there) and we were stopped at the vampire/zombies boss. 1) Depression, Misery, etc seem to have a respawn issue. We killed them once, accidentally got a bleeder that we had missed, caused them to respawn, and killing them again immediately dropped loot. I seriously doubt this is intentional. Also, their curable aoes hit each other, creating a situation where they can and will pull aggro on each other combined with their aoe auto attack. Shockingly, an enchanter makes this boss hilariously easy. 2) Delusion or whatnot for the second boss was a complete joke compared to virtually every other boss in the tower. That being said, I'm perfectly fine with where it is as far as challenge goes, the adds get gibbed by a team that's paying attention and there's nothing to hard about this fight. 3) The Armor boss needs to have it made so that his mannequin, where you first choose what armor to remove, possesses all of his buffs to that point. The first times in there you're choosing blind and, even then, off the top of my head I can only remember a handful (Cloak reflects and increases mitigation, hood reflects, chestplate adds strikethrough, vambraces dispel, swords at potency). Just seeing the buffs would go a long way with this boss. 4) The mini swarm of illusioned adds is insane. I'm specifically talking about the five little versionf of a group member that spawn under the broken mirror and create severed hands on death. An enchanter makes the fight a joke while accidentally getting the wrong class (which will happen when you zone up via mirror) is basically gonna guarantee a wipe. Top that off with a mirror image of someone spawning and the two wolves, and that room's going to be an absolute PITA every single time simply due to the very small movement allowed. The broken mirror and shards need to be thrown at the top of the platform behind them, allowing people to deal with the mirror image and drolvarg and not risk sudden wipe syndrome because someone sneezed or moved to avoid the aoe attack devastation. Wish they'd drop loot, too, for how hard they are. 5) Imp Trickster looks to be utterly confusing by design: His main big boss has aoe immunity but the little ones do not seem to. Complete joke of a fight otherwise. 6) Big, huge bug on the armor boss: if the group wipes and a corpse happens to be in his aggro range (which it will), he'll continue to activate and spawn ad naseum, meaning that some unlucky sap has to revive, run to a mirror, port the group of bodies down, then take the death as he clips through the world to kill the person. Please kindly stop him from aggroing to dead bodies or make him have to be hailed to trigger (it'd be much better, but it'd sadly remove the "OH HAI!" aspect of him). 7) The Armor boss can be skipped. If you loot the shard where he's standing during the fight and wipe, you can just turn around and make the elevator rise and he's completely and utterly ignored. Pretty fun to heal for a turn and burn boss too, with the adds after being a nice touch 8a) The Djinn boss is a fight that is really cool and concept but seriously needs a huge plethora of bug fixes and a few tweaks in terms of what to do. For one, lightning blasts give preferential targetting to players (probably intended) but if the hit box was just off by a hair, it means the tank gets caged. It'd probably work tons better if it was like the ERH bosses that you had to drag into the electrical conduit to damage, especially since it'd give people incentive to move out of them when they spawn (lower their damage vs players or just make them give a mit debuff/remove the stoneskin). 8b) The lag was absotutely god awful during the entirety of the fight, which made maneuvering him near impossible. The tank would position him in the lightning bolt, he'd skip, and either displace to the side or warp back to where he was. Outside of a few graphical glitches of people seeming to fall through the floor, this is the only part in the instance where the lag is just god awful. 8c) Fighting him causes spike traps to fill up everywhere on track. They do/show nothing but fill up track. 8d) Probably already known, the pillar stage is buggy. Kill the pillars, he heals slightly, reverts to the lightning stage, much angst is had. Also, please give us some manner of resetting the fight, even if it's just evaccing. Having to sit and wait for him to kill people is pretty bad. 8e) BUG: If you reach the pillar stage and die, it seems like you can revive at the bridal floor. We forced a wipe when we were stuck in the infinite loop and noticed we could revival in the bridal floor, so we did despite us having not killed him 9) I'm not sure the Jester or the Chorus Director to squat. They may be there for a quest, but as far as I could tell, they get the children bored, the choir quiet, and maybe activate the names. but beyond that, not sure at all the heck their purpose is. Probably figure it out next two or three times. 10) Oh god, the vampire/ghouls boss. First off, I want to say that we failed here due to what I feel was gear, but I want to make mention of the mechanics. When a ghoul dies, it splits off into something like a dozen orange single ups that absolutely ignore all threat, ignore all aoe, and do whatever they want (which almost universally comes down to "Eat the healer"). I'm completely fine with the mem wiping and, even to a lesser extent, the aoe immunity, but their horrifically huge numbers PLUS their aoe immunity PLUS their memwipe PLUS the power drain aoe makes this fight an absolute nightmare. Something like 3-4 fleshes spawning tops would be fine, as DPS can pick up the adds and liquefy them, but 10+ with aoe immunity just makes it a very unneeded "Fecal matter hits the oscillating unit" moment that you repeat at minimum three times. Again, I do want to mention that we may have been gated by gear (I healed all the instance and that fight with 30% crit mit; divine guidance/divine aura made me immune to the pieces of flesh), but the fight itself stands to be a colossal nightmare unless you hit the gear requirements. Even then, give them a buff or something that makes it clear they're immune to aoes, just for sake of clarity. 11) Cera, the torch appearance boss mob, was kinda insultingly easy. She didn't do much of anything while we slaughtered her shades, then didn't do anything but cast Shame and do piddling damage otherwise. Perfect difficulty for what an appearance loot boss should be, imho. Beyond that, it was a very stylized, fun and involving zone. Bugs and gripes notwithstanding, I think it stands to be a very in depth and enjoyable zone no matter what your goal is. Gear requirements may need some tuning, but much fun.
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Archon Minaka Nisumari Inquisitor/Carpenter Maestra Kilandara Zomerana Troubadour The Maestro of Darkshine Initiative A lack of a fancy signature makes one strong with the force. |
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#2 |
The Dev Gnome
Join Date: May 2008
Posts: 1,664
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![]() Kilnger wrote:
Thanks for the feedback! Some thoughts about each area: 1 - This can be fixed. I was not aware. 2 - Sometimes fights we intended to be much more difficult turn out to be very easy. This is one of those fights. I might adjust the damage slightly but we will see how folks do with it. 3 - Adding the buffs is a good idea and I believe I had it written down from beta but time was a factor. I will see about getting them added. 4 - This event is intended to be slightly more difficult depending on who gets copied. 5 - Impish Trickster is just a gatekeeper mob. Not really intended to be super difficult just something you have to defeat to open the door. 6 - I will get this fixed. I think I know what the issue is just sitting here thinking about the code 7 - If you are just going up to VhalSera its technically not skipping the armor boss as the armor boss is who unlocks the chapel floor. This would also be why you were able to revive on that floor while fighting VhalSera. 8 - A bunch of issues with VhalSera have been worked on for this next upcoming hotfix. 9 - The Jester and Conductor come into play for the boss after Ach'erin 10 - Did you kill the zombies one at a time or all at once? If you kill them one at a time only a couple of globs should spawn and you should be able to deal with them before Ach'erin goes on a rampage. 11 - Again this boss was intended to be tougher but its tough making a stationary boss be a challenge |
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#3 |
Loremaster
Join Date: Nov 2004
Posts: 1,902
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Final boss: We managed to pull the drolvarg, FD, kill the ghosts that arrive, kill the zombie and then pull the drolvarg again without adds. On 2nd visit we pulled him normally, killed him, fough the zombie. Then she called the choir and the childen for help, we killed them, she got two buffs. Now we had to /emote the children and the choir, but they were gone. You had to emote in an empty place. And on a side note: I like the idea of emotes for scripts. But the quality of the translated EQ2 versions is horrible and SOE has neither the will nor the manpower to fix that. So eg for the emotes, the translations are wrong, they are not uniform, they aren't sorted alphabetically, etc. So to open the door to the chapel you have to click 2-3 times through 13 pages of emotes, until you can open the door, because it is otherwise impossible without a spoiler to figure out the right emotes. So please: even if the idea is good, stop using it, some of you customers are punished by it.
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#4 |
Loremaster
Join Date: Aug 2005
Posts: 504
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![]() Gninja wrote:
We ran this yesterday trying to get some more people cleared for the x2 (I know we only need one person but it makes life easier). When we got this mob we killed the first zombie and while I don't remember the exact count a lot more than "a few" spawned. Not having been through the zone before I wasn't sure if we did something wrong, but the group then had to break for raid so we didn't pull it again.
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#5 |
Loremaster
Join Date: Nov 2004
Posts: 7,459
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![]() The mirror shard quest needs to be group updates. This is part of flagging for the x2, and in current mechanics, one run through allows only one person to complete the quest, and thus, access to the x2. It *needs* to be a group update. The big problem with the Djinn boss is his pathing - it is HORRENDOUS. The only trustworthy mechanic we've been able to work out is to pile all our players up on top of him, wait til the lightning shows up, and then have everyone back away. It's tricky for the tank, who has to stay within melee range or he moves, but if the tank is too close, the tank gets hit instead of the named. Another issue we've seen is the 33% stoneskin isn't consistent. He "usually" manages to port everyone to the center with him and then knock us back. However, despite the fact that we often manage to avoid disturbing the pillars, the lightning doesn't always start up again, and his stoneskin doesn't automatically dispel. Not sure what the intended behavior is there, but right now it is wildly inconsistent. I do like the fight, it's fun when it works in the way I "think" is intended, but needs some fixes / tweaks for a consistent experience.
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#6 |
Loremaster
Join Date: Aug 2005
Posts: 111
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![]() We were definitely killing the zombies one at a time, easily 7-12 meats spawned almost immediately, which were negated by Divine Guidance after which they immediately wiped the group. When we wiped once from it, there were easily at least ten "A Piece of Necrotic Flesh has been reset" that spammed the chat log, so either there's two immediate spawns of five or the numbers are bigger then expected. Also, it bears mentioning that a good amount of "optional" fights in this are substantially harder then the boss fights proper with zero reward to speak of. The copy swarm is an almost guaranteed pug killer until there's people with better gear and even then, the damage is higher then virtually every single boss except for the Vampires/Zombie boss (and it's still less), and despite all that you get zero loot and just a quest update for it. The first time we aggroed it, the auto attacks alone were all aoe and basically instakilled the group, with the tank dying afterwards. The four or five AA gains is really nice, but it kinda makes for sour grapes when you spend a while getting demolished by trash if you don't have it coming. It really feels like they're way overtuned for some odd reason, though that could just be me speaking as a pug. The drolvarg swarm was also a bit of a "What the heck?!" moment when all the drolvarg spawned, were immune to aoe, then proceeded to devour the healer/squishies. I just remembered, if you reengage the drolvarg after the fight, they do not count as an encounter. Dunno if this was intended or not. One more thing to mention is that an enchanter absolutely trivializes this zone, at least in terms of two or three encounters. This is in no way bad, just something I wanted to make mention. The first boss, the swarm trash, and the vampire boss can all be aoe mezzed/locked down, so they get utterly stomped by any group with a chanter. Alternatively, an extremely high geared tank/healer combo or two healers/one tank seem about right. It definitely feels like ToFS thus far is "Bring an enchanter, or else," which is great since it requires more intelligent gameplay but is kinda painful when you get a bad chanter/there's not many around. Great instance though.
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Archon Minaka Nisumari Inquisitor/Carpenter Maestra Kilandara Zomerana Troubadour The Maestro of Darkshine Initiative A lack of a fancy signature makes one strong with the force. |
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#7 |
The Dev Gnome
Join Date: May 2008
Posts: 1,664
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![]() Thanks for the feedback folks I am making a list of issues and getting them worked through. The adds spawning from the zombies sounds like a bug I will check into that as well. I believe only 3 are supposed to spawn. |
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#8 |
Loremaster
Join Date: Nov 2004
Posts: 1,902
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Oh, almost forgot. We killed the boss and couldn't loot the chest on the 2nd visit, it said loot is FFA in 60 minutes. And the achievment for killing the boss is also not granted.
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#9 |
Server: Oasis
Loremaster
Join Date: May 2008
Posts: 50
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![]() Another issue I noticed was that sometimes, after wiping to Narmek, on the way back to him one of his suits of armor would be up and gave the option to challenge another piece of armor. I didn't actually try it to see if I could fight it, though. |
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#10 |
Loremaster
Join Date: Aug 2005
Posts: 111
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![]() Nekurawr@Oasis wrote:
From what we found, that would only happen if you got the point where the armor splits off him, it gives an "easy mode" where you have three armors off as opposed to just two. We found that if you wiped again at that part, you could swap an armor again and he regained the original one you removed but lost the new one. In other words: We removed the weapons and cloak. Those were gone forever. We wiped at his armor, got the respawn for the "easy mode" and removed the breastplate. We wiped again at the armor, got the armor, removed the helmet. His breastplate was back up as a buff but helmet was gone. Coincidentally, when the armor split off at the end, only the two remaining pieces still showed, despite him possessing the breastplate buff.
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Archon Minaka Nisumari Inquisitor/Carpenter Maestra Kilandara Zomerana Troubadour The Maestro of Darkshine Initiative A lack of a fancy signature makes one strong with the force. |
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#11 |
Loremaster
Join Date: Nov 2004
Posts: 1,222
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![]() We wiped on the Armour guy and when we came back he had all his armor pieces, even theo nes that we had killed before. His managuinns were not up so we could not kill them again so we had to deal with all of his pieces of armor.
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The definition of Crazy is doing the same thing over and over and expecting a different result. |
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#12 |
Loremaster
Join Date: Nov 2004
Location: Denver, CO
Posts: 47
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![]() Is High Priest Mohnt supposed to repop if you kill him but then wipe on Dizzina? If so, I'm gonna bust a certain dev in the chops
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Tearl Stoneheart 90/265 Guardian/90 Armorer - 450/450 Transmuter Crushbone Guild Councel - Reckless Abandon |
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#13 |
Loremaster
Join Date: Nov 2004
Posts: 7,459
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![]() Yes, that is intended. They are one encounter. You didn't finish the encounter, you start over.
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#14 |
The Dev Gnome
Join Date: May 2008
Posts: 1,664
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![]() Tearltwo wrote:
Yes, intended. |
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#15 |
Server: Crushbone
Guild: Revelations
Rank: Raider
Loremaster
Join Date: Feb 2010
Posts: 537
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![]() Wasuna wrote:
When I went throw i didnt find any way of getting rid of any peases of his armor and there was no way we could kill the armord named with all of his armor peases. where are the managuinns that let you getrid of hit armor pieces? |
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#16 |
The Dev Gnome
Join Date: May 2008
Posts: 1,664
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![]() It seems like after you get rid of the armor the first time the encounter doesnt remember what armor was removed when clearing to him. I will take a look at this today. |
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#17 |
Loremaster
Join Date: Nov 2004
Posts: 1,222
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![]() Silzin wrote:
As you go through the 5-6 rooms after the maze, two of the rooms will have the guy there that you can right click on and choose a piece of armor to kill. You can kill two of them. Each piece of armor puts a buff on the named when you get to him and by killing the peices you remove two of his buffs. I have no clue what those buffs do though. We wiped and he came back with all his pieces and we could not kill him. Gninja just posted that he'd look into it.
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The definition of Crazy is doing the same thing over and over and expecting a different result. |
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#18 |
Loremaster
Join Date: Nov 2004
Posts: 34
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![]() Kilnger wrote:
I have to agree with the other poster who mentioned this fight also. The mobs pathing is nothing but a circle around you so you go through a couple cycles of the lightning trying to get it to circle into the area where the strike is occuring. The hit area is off but a couple meters so it is very hit and miss and I get caught way to many times as I move that mob around hoping it gets to the sweet spot. As we fought this mob for over an hour last night the other thing that constantly happened was that the stoneskin would not go down for 5 minutes or more at times. I see his second emote concerning something burning which I would think means something will trigger and take it down but there was no consistency to it. At times his stoneskin would go up, go down and we would get back to the business of the fight; then like I just mentioned it would stay up so long I could drop a few taunts and walk off to get a beer if I wanted to. There was another guild group that mentioned that they felt it was buggy, took a wipe and things worked better. I wish they would have mentioned this 30 minutes earlier before I was done with the fight/zone for the evening. One thing I didn't know was not to disturb the elementals that spawn? I guess killing them and watching him go from 30% to 63% or so over and over again was not the thing to do. |
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#19 |
The Dev Gnome
Join Date: May 2008
Posts: 1,664
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![]() I have noticed the pathing issue happening in other places as well almost like the NPC doesn't see itself as in a valid location and just keep circling around the player. Is this what is happening here as well? |
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#20 |
Server: Unrest
Guild: Equilibrium
Rank: Member
Loremaster
Join Date: Jun 2005
Posts: 104
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![]() We were hypatheically able to respawn Rage of Twhatver and her brides maids 6 times by staggering that one quest. [We didn't but we could]Pretty sure you're not supposed to do that as it drops a chest every time, hypathetically.
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#21 |
Lord
Join Date: Jul 2010
Posts: 318
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![]() In this zone right now and had the Djinn mob stoneskinned at 66% for almost 10 minutes and would not path into the lightning. Tried to die to reset it but now the lift is stuck in the up position and clicking on the mirror to 'activate' it only brings it down for a split second, not enough time to jump on it to get back up to the named. ------ Was able to time the jumps just right and get back on the lift to kill him. |
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#22 |
Loremaster
Join Date: Nov 2004
Posts: 34
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![]() Gninja wrote:
That is exactly what is happening here. I would position myself on the other side of the lightning and the mob will circle around it. I reposition myself and it circles around. It takes a few runs and sometimes you choose the right spot and it stops where it should. However, since the sweet spot is off by a meter or two and not directly in spot on the floor it is still hit or miss if the mob gets the ice up around it. Half the time I do but I've never gone into the lightning. |
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#23 |
Loremaster
Join Date: Aug 2005
Posts: 111
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![]() Beat the djinn and that fight is basically winning the award for clunkiest or most agonizing fight in virtually any zone outside of perhaps the Bookie in Spire. We fought him for something close to 10-15 minutes before finally killing him, dragging him into lightning, watching him warp out of it/player get hit, hitting 30%, then struggling through the pain that was the pillars that were not able to be disturbed and destroying the ones that did (then forcing our way back down to 30% when the process began anew due to bad luck/mistakes). He finally died when we blew everything before any pillars disrupted and just gibbed him down to 10% and verdicted. My entire problem with this fight is that there's absolutely zero reason to continue to repeat the mechanics as often and obnoxiously as they do. If/When we hit 30%, pillars come up and you have to stop them, regardless of whether or not he heals the pillars SHOULD NOT SPAWN AGAIN. We screwed up, got him healed, and now have to burn him down through the lightning again, it's clear we can execute the mechanics now. As a middle ground, make it so that the pillars are always there and you simply have to click disrupted ones to return them back to fragile instead of just making them killable at all. The last part of the fight repeating is just obnoxious beyond measure and pretty much makes me never want to fight the boss again if I can help it. I finally beat the Vampire/Zombie boss and, to be honest, the vampire phase was both confusing and kinda redundant. I get that he was shadow stepping to random people but, after stepping to me once, he only ever did it to the tank thereafter. He also said something about his target being marked (which nobody was) and pretty much made no clarification of who/when he was teleporting to. An uncurable curse marked "Prey" or something like that would go a long way to letting the healer know a burst was about to happen and would make what the vampire says make sense. The high priest was a fun fight, if a bit on the easier side, but definitely one of my favorite bosses in TOFS. The tuning for everything felt perfect, though I'd personally make the congregation mobs become attackable after the vampire dies instead of adding (annoyingly) during the fight. Almost all of them ended up despawning after moving to where the bored children were and no others spawned during the fight, so their presence was mostly moot except for making the start chaotic. Very fun fight though. Manifestation of Rage seemed a bit buggy, if not annoying. Humorously enough, our paladin got absolutely ruined by the boss and the adds, but our monk tanked them barely taking any damage, so I'm ballparking a massive amount of strikethrough here. The weird thing is that with the paladin, it felt like we got two or three times as many mobs, while with the monk it was clear that she was resurrecting the bridesmaids. The buggy part is that after two resurrections, the bridesmaids stayed dead and we burned her to zero. Loved the event beforehand and the overall feel of the fight, though.
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Archon Minaka Nisumari Inquisitor/Carpenter Maestra Kilandara Zomerana Troubadour The Maestro of Darkshine Initiative A lack of a fancy signature makes one strong with the force. |
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#24 |
Loremaster
Join Date: Mar 2008
Posts: 1,198
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![]() Syndarin@Unrest wrote:
She drops appearance gear only, and she can be done every single time you run the zone. I don't think it really matters if a group wants to kill her multiple times.
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#25 |
Loremaster
Join Date: Nov 2004
Posts: 422
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![]() During the High Priest / Zombie encounter we did it by dragging the HP around the room and avoiding the slow-moving zombie intending to kill the zombie after the HP went down. Our INQ verdict killed the HP and the zombie immediately de-popped - no loot, no quest updates, no progressing further. |
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#26 |
Loremaster
Join Date: Nov 2004
Location: ATL
Posts: 544
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![]() I must be doing something wrong on the HP then if you all think its easy. When we ran it last night, we could get him down to about 75% and by then there were so many adds, the healers would finally get owned. Using every AE aggro tool I have was still not enough to get them all. Are you supposed to be able to clear all the ghosts before you fight him? |
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#27 |
Loremaster
Join Date: Nov 2004
Location: ATL
Posts: 544
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![]() Also... the quest "Mirror Mirror" really needs to be fixed to be a group update. Kinda lame to run through and only one person gets an update. |
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#28 |
Loremaster
Join Date: Nov 2004
Location: ATL
Posts: 544
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![]() Finally beat the encounter. It was bugged as heck and we ended up killing the corpse bridge twice after kiting the named aorund the room for 20 minutes..... sorry, I do not think this encounter is working properly at all. |
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#29 |
Loremaster
Join Date: Nov 2004
Posts: 1,902
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It's very annoying, that it seems like there is no option to go to the 4th floor once you are in the 5th or 6th. Do you really have to leave the tower or go to the Shadow Corridors to get back to the 4th floor? And we also only could get to the 1st floor from the 6th, not from the 5th. Also the guests and servants in the chapel seems to be only for the heritage quest (skindeep something), they shouldn't be there unless you are on the quest, like the disruptive students in the Shadow Corridors. (and please double the amount of guests/half the needed amount and make the servants a 100 % chance for an update, waiting for the spawn of trash mobs is really mindless.)
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#30 |
Loremaster
Join Date: Oct 2007
Posts: 2,105
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![]() The new pathing issues are probably due to mobs possibly inheriting the increased auto-range that we players got. |
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