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#1 |
Developer
Join Date: Jan 1970
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Please post any feedback, bugs, etc. regarding Eryslai: Trials of Air. There are 2 versions of this zone, [Solo] and [Event Heroic]. In your posts, please be sure to call out which version of the zone you are discussing.
Thanks! -Chrol |
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#2 |
New Member
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Solo version: Countdown for the trials is too long and seems pointless. Suggestion: Make the trials spawn the boss right away and the countdown is the time limit to finishing that trial.
Also the named Cyclono has a heal mechanic that I couldnt fully understand how to prevent if it was preventable, some messaging somewhere would be nice. |
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#3 |
Developer
Join Date: Jan 1970
Posts: 0
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#4 |
Active Member
Join Date: Jan 1970
Posts: 0
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-HEROIC-
Attempted the first round.. Group was monk/ranger/BL/illy/defiler/warden i do not know if it was out DPS or if the event had to much HP but we were failing on too many ring event adds.. maybe look it over for there defense package and HP |
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#5 |
Developer
Join Date: Jan 1970
Posts: 0
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#6 |
New Member
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Heroic version
First boss seemed to not move in health, not that we werent doing damage to it, it just didnt die. Adds had to much health and we eventually got overrun |
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#7 |
Developer
Join Date: Jan 1970
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#8 |
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Heroic:
Group was all guildies - one of the top SK ww, prob top necro ww, warlock, brig, warden The ring event trash was doable with our group but barely. by the end the adds where piling up. is it intended to have the multiple adds buff stack based on the actual number and not the encounter number? this makes alot of these t2 untouchable by any normal groups since one group of 4 linked mobs is 4 stacks. Id strongly request that this be changed to number of encounters engaged instead. the first named seemed broken. we where unable to do any noticeable damage to him. we tried a few pulls and tried to stay on top of adds thinking maybe they where applying some stone skin buff but we got overrun eventualy and ran out of power. 2nd pull we tried staying on named and obviously got overrun even faster by adds. 3rd pull we tried to figure out if there was a script mechanic we where missing to cause the damage reduction but if there was we couldnt find it. The potmit (combat mit) feels way too high in t2s. assuming that heroic gear doesnt change that much. our brig was doing almost no damage at all with 54k ish potency. the necro and i had high 60s and did ok on the trash but barely made it. in my opinion a normal group in t1 armor will not be able to clear this as is. the parses where: (01:33) a mist spren: 2.06B Necro-Reaper's Soulburn-3.64B SK | 804.27M Lock | 778.48M Necro | 396.69M Defiler | 66.82M Brig | 17.02M Warden | 592.38K this was first ring event then 1st named pull (06:10) a mist spren: 1.71B Twistyd-Reaper's Soulburn-3.61B lock | 703.57M Sk | 460.34M Necro | 374.20M Brig | 121.08M Defiler | 49.45M Warden | 388.56K this was trying to heal hard and figure out what the strat was. we ended up with 20+ adds. on this pull the boss took a total of 6bil damage all the damage above in the parse is to the adds that kept piling up. The highest hitting ability on Cyclono himself was Blasphemy from the SK. my apoc was only hitting for 2 mil damage per hit, either i was just under the potency mit curve for the fight and the sk wasnt or something is funky. If there is some strat we where missing it is unclear. we where watching out for who he wanted to spawn a spout on. we ducked the ability that caused a FD and the tank hit every tank bulwark block. I have a feeling its a potmit/combatmit issue. the tank had over 70k pot i had 69. so far that seems to be what causes alot of desparity in classes on the parse and why tanks are appearing to be so much higher. This really needs to be addressed if that is the case because several people have quit now thinking their class was nerfed into the ground when really its probably just a gap in pot/cb. side note. the more we test the more frustrated and ready to quit our healers become. the stacking dets on adds, especially from individual ones not encounters makes bleedthrough hit 100% with only 1 extra group in half these zones. and they feel like they have to just spam a few heals back to back to have any chance of keeping the group up. this does not make for exciting gameplay for them at all. |
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#9 |
Developer
Join Date: Jan 1970
Posts: 0
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Thanks for the feedback. Will look again at Cyclono's issue with taking damage. He doesn't have any strat that would outright block him from taking damage. The adds are intended to increase stacks of Prevailing Winds, but maybe not as often. Will take a look at it.
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#10 |
Member
Join Date: Jan 1970
Posts: 0
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I was in that group above.
General disclaimer I'd say, conservatively, for comparison our group dps on live is gonna be 2x higher than your average target audience. For example, on PoP launch this group had 0 strain - tank, heal or dps - doing any heroic content other than Solusek Ro's Tower: Radiance. It's hard to advise intelligently whether you should adjust anything specifically in this zone or any particular encounter in here, because we don't know if all global-scale changes are already finalized - like combat mitigation packages, class changes or stat mechanics (like overcaps, crit bonus availability etc). For the purpose of conversation, we'll assume they're finalized and obviously (and hopefully) if not, just scale my suggestions accordingly. Pre-Cyclono trash gauntlet We had about 10-15% buffer with our group on a 7-out-of-10-effort pull. Meaning if we had 15% less dps we probably wouldn't make it. If we had more fine-tuned mix of live/scaling-beta gear, instead of just blindly slapping beta gear on, and a bit more focused of mindset, we'd have slightly more headroom, but that'd be unusual to find in a normal heroic group setting. Compared to, let's say equivalent T2 Event Heroic in PoP (Torden, Bastion of Thunder: Storm Chase), this 90sec trash gauntlet was more dps/heal demanding than StormChase was on PoP launch by say a factor of x2. I think there are 4 or 5 waves of trash, and starting with wave 3, mobs come in a group of 4. This is immediately 40% bleedthrough if you had nothing left over from previous wave. Which is not awful, but painful enough that means more focus needs to shift to heals/defense and dps drops off, resulting in a likely overlap with next wave of another 4. It was hard to dissect whether stacks on these adds added only from total number of alive adds, or if for experiment sake you only kept 1 add alive, it'd gain additional increments of its own over-time. This is important because i'd recommend 2 different adjustments based on that: 1. if stacks don't grow - stacks equal only number of alive mobs: in this case just slow down the pace by a factor of x2. Let's say add-wave layout was 2-2-4-4-4, number representing linked mobs per wave (if i'm wrong, just scale my suggestion accordingly). I'd change that into 1-2-2-3 over same 90s. 2. if stacks additionally increment on a mob over-time until it dies: then you should implement what Talduke suggested above and have only 1 stack per encounter, and not 1 stack per mob. And then adjust the wave layout to 2-2-3-4 over same 90s Cyclono There was no blocked damage, dont waste your time chasing that false lead. He was taking damage without issue, just ratio of incoming damage to him vs his HP pool is badly tuned currently in concert with the rest of the encounter. If this was a straight turn-and-burn fight, that ratio might be fine even. It'd probably be a ~4-5min burn for our group. However, with current pace of adds, we only had enough dps to do adds and no daylight to damage the boss in between. As this fight has additional elements that over-time slow down dps, such as power drain (i think i recall seeing low power bars in group UI), occasional deaths and adds getting out of proper bunched position due to movement, the slow-and-steady approach was also not plausible for our group. He does have that increment-on-player-death buff that we kept dispelled when appropriate, so it wasn't the factor. With about 20% higher dps than ours and an unlikely-for-heroic focus he was probably killable currently in ~20ish minutes with a slow-and-steady |
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