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Old 10-24-2012, 02:26 PM   #1
Faildozer
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The gargoyle boss needs some MAJOR fine tuning with the charge portion of the script and how it registers "hitting" one of the targets. The boss needs to stay in place but not act rooted when he does his charge becuase he starts spinning trying to find the closest in proximity which makes it a frustrating fight because it took people 10+ minutes to figure out what we were trying to accomplish and just stay away from the mob. It also needs to charge more often, remove the drunk stagger from the KB of the adds, can keep the blur vision because that is challenging enough because everything looks the same with it on.

Awesome encounter design, implementation falls a little short, needs to be looked at and fine tuned but i would like to see it hit live similar to what it is now.

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Old 10-24-2012, 07:57 PM   #2
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It can work, just have the entire group stack on the tank and the tank makes the decision of where to move on the message.

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Old 10-25-2012, 12:30 AM   #3
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well obviously it can work, but the problem is with people getting knocked all over the place makes the spinning and charging a major pain and this fight takes a lot longer to do.

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Old 10-30-2012, 08:23 PM   #4
Fyreflyte

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I cannot replicate the spinning issue. Was he attacking or using knockbacks during this time, or was he stunnuned, but selectiong targets the whole time?

I'm hesitant to up the frequency of charges, as that would make him much easier to beat on (he doesn't atatck while charging up). You can trigger an automatic charge simply by running away from him fast enough. If he has no one in melee range, he'll charge at his target, albiet at a higher speed and with no pause to paw the ground.

I greatly reduced the movement weave caused by the smaller gargoyles.

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Old 10-31-2012, 02:43 AM   #5
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He was attacking up until the charge then we would run away and he would spin around and if anybody got knocked back towards him it would mess up his trajectory. If yo ucan force the charge this fight gets easier.

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Old 11-08-2012, 10:55 PM   #6
disappointed

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Fyreflyte wrote:

I cannot replicate the spinning issue. Was he attacking or using knockbacks during this time, or was he stunnuned, but selectiong targets the whole time?

I'm hesitant to up the frequency of charges, as that would make him much easier to beat on (he doesn't atatck while charging up). You can trigger an automatic charge simply by running away from him fast enough. If he has no one in melee range, he'll charge at his target, albiet at a higher speed and with no pause to paw the ground.

I greatly reduced the movement weave caused by the smaller gargoyles.

well we did the zone but i can assure you - if this goes live like this it will be a hated zone just for this mob.it isnt hard but you have to place a gargoyle between you and the mob - the knockback of the gargoylesplus the blurry sight makes it incredible annoying and doesnt add to the difficulty at all. it really just makespeople rage.imagine runnign it with pickup where there is a pet class and the person playing said class is not so good letsput it that way. if he doesnt withdraw the pet the mob will spin arround when he is charging.

imho its a terrible encounter due to borky mechanics. no fun at all SMILEY if it stays that way i can assure you peoplewill run that zone once and never again.

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