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Old 08-27-2011, 12:08 AM   #1
Fitz

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Group killed the first guy, then four spawned. It looks quite bugged, and we heard only two are supposed to spawn, but two spawned in each spot for us.

This happened each time we pulled the encounter on two nights, except the first time during which we only saw two spawn.

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Old 08-28-2011, 08:51 AM   #2
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Other issue, some people could see the steam fissures that spawned on specific players, some could not.  I had my graphics up, particle affects turned on, and was not able to see where they were on the ground.  

Could these be made more visable?

Thanks.

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Old 08-28-2011, 12:43 PM   #3
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That and we had problmes with the red text waring go off the same time the steam fissures did so people had a hard time moveing out of the way

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Old 08-28-2011, 12:48 PM   #4
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corruptbiker wrote:

That and we had problmes with the red text waring go off the same time the steam fissures did so people had a hard time moveing out of the way

I believe the correct term is "impossible".  Plus fissures occasionally double hitting, making it nearly impossible to get back to your healers before you die, because of the recast on cure pots.  I don't know if the fight is suposed to add an additional of every effect for each Decorin that's up, but with the way the script is running now (perhaps not the way it's intended), the fight is far, FAR harder than it probably ought to be.

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Old 08-28-2011, 12:53 PM   #5
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The double elemental dot is not connected to the number of Decorins. We sometimes had this problem even before he would split for the first time.

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Old 08-28-2011, 12:59 PM   #6
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It gets stupid... they should get weaker as you kill them, not STRONGER.

It should start a ^^^ go into 2 ^^, go into 3 ^. ECT ECT ECT.

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Old 08-28-2011, 12:59 PM   #7
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the element dot is due to the fissures every time u get knock through one u get a dot

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Old 08-28-2011, 01:20 PM   #8
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corruptbiker wrote:

the element dot is due to the fissures every time u get knock through one u get a dot

Yes, we're aware of that.  The problem is that sometimes the person it spawns on and immediately knocks back, can sometimes get two, even when there's only one up, or the other one is nowhere near their flight path.

And oddly, I agree with Tal, they even get smaller, they ought to get weaker, especially if the script is running 100% as intended, which I can't really believe it is.

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Old 08-28-2011, 02:35 PM   #9
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AH ok i miss understood you then my bad and yes total agree on the getting weaker after it splits

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Old 08-28-2011, 03:06 PM   #10
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Tokenki wrote:

Other issue, some people could see the steam fissures that spawned on specific players, some could not.  I had my graphics up, particle affects turned on, and was not able to see where they were on the ground.  

Could these be made more visable?

Thanksa.

There is an issue after the GU went in that people couldn't see certain graphics and things in their Fitting ROom.  It could be related, I don't know.

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Old 08-29-2011, 09:36 PM   #11
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I think it's cool that the encounter gets harder, to be honest. We could have done it if 4 hadn't spawned on top of us, but the curses were too much. Just please fix the quad spawn. PS: elements were never an issue for us, two healers plus a conj
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Old 08-30-2011, 12:18 AM   #12
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Just did this tongiht and had the 4 spawn on us which ya makes the zone just ugh other then that ya had 1 healer and go through fine till bonewing

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Old 08-30-2011, 05:32 AM   #13
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Did you guys check if someone had an Elemental Detonation Rune equipped or if the Conjuror had given Fireseed to the melees? This might be causing the double spawn.

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Old 08-30-2011, 10:55 AM   #14
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I definitely had fire seed on the melees. I'll have to try again I guess.
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Old 08-30-2011, 11:37 AM   #15
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Fire Seed and ED definitely will cause the double spawn.

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Old 08-30-2011, 12:56 PM   #16
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Banditman wrote:

Fire Seed and ED definitely will cause the double spawn.

THIS^^^^

On death effects make multiple spawns. I had 8 spawn the other night off 1 kill with ED and fireseed together.

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Old 08-30-2011, 01:14 PM   #17
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Coil of Vile Spawn would probably do this too.

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Old 08-30-2011, 01:36 PM   #18
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cool thanks for the heads up on that

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Old 08-31-2011, 02:32 AM   #19
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ok so tried again tonight got him to split twice so big ups and thanks for the info on ED and FS stuff helped us alot more

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Old 08-31-2011, 04:06 AM   #20
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Leovinus wrote:

corruptbiker wrote:

the element dot is due to the fissures every time u get knock through one u get a dot

Yes, we're aware of that.  The problem is that sometimes the person it spawns on and immediately knocks back, can sometimes get two, even when there's only one up, or the other one is nowhere near their flight path.

And oddly, I agree with Tal, they even get smaller, they ought to get weaker, especially if the script is running 100% as intended, which I can't really believe it is.

I always get 2 elementals , get knocked way out of range of the healers , pot cure one then die because I can't get back in time to get cured by the healers.

Once I got knocked into the zone wall... 'bounced' and ended up being hit again  by the same fissure and ended up dying to due to having 4 dots....that was a harsh fight...

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Old 08-31-2011, 09:43 AM   #21
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I think the size change is more to help you know which one to kill than to signify any decreasing level of threat from the mob.  Most fights tend to get easier as they go along, with most of the chaos being up front.  This fight on the other hand gets harder as it goes along, up to a point, where it then begins the gradual decline in difficulty that you get in most fights.

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Old 08-31-2011, 01:02 PM   #22
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[email protected] wrote:

Leovinus wrote:

corruptbiker wrote:

the element dot is due to the fissures every time u get knock through one u get a dot

Yes, we're aware of that.  The problem is that sometimes the person it spawns on and immediately knocks back, can sometimes get two, even when there's only one up, or the other one is nowhere near their flight path.

And oddly, I agree with Tal, they even get smaller, they ought to get weaker, especially if the script is running 100% as intended, which I can't really believe it is.

I always get 2 elementals , get knocked way out of range of the healers , pot cure one then die because I can't get back in time to get cured by the healers.

Once I got knocked into the zone wall... 'bounced' and ended up being hit again  by the same fissure and ended up dying to due to having 4 dots....that was a harsh fight...

The trick to that is stack everyone in the same spot when the red text appears have everyone move the same direction because the fissure will pop a few sec after that at the place the person was standing and not on them it will save  folk from getting knock back , but as for what happend to u  bounceing into it again ya that just bad mojo

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Old 08-31-2011, 01:34 PM   #23
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corruptbiker wrote:

[email protected] wrote:

Leovinus wrote:

corruptbiker wrote:

the element dot is due to the fissures every time u get knock through one u get a dot

Yes, we're aware of that.  The problem is that sometimes the person it spawns on and immediately knocks back, can sometimes get two, even when there's only one up, or the other one is nowhere near their flight path.

And oddly, I agree with Tal, they even get smaller, they ought to get weaker, especially if the script is running 100% as intended, which I can't really believe it is.

I always get 2 elementals , get knocked way out of range of the healers , pot cure one then die because I can't get back in time to get cured by the healers.

Once I got knocked into the zone wall... 'bounced' and ended up being hit again  by the same fissure and ended up dying to due to having 4 dots....that was a harsh fight...

The trick to that is stack everyone in the same spot when the red text appears have everyone move the same direction because the fissure will pop a few sec after that at the place the person was standing and not on them it will save  folk from getting knock back , but as for what happend to u  bounceing into it again ya that just bad mojo

Yeah, now that's the way to do it.  But keep in mind this thread was started when the red warning message appeared at the same exact instant that the fissure spawned and the knockback hit.  So the majority of discussion was in relation to the problems with that and that the fissures were applying multiple elementals at the same time.  Now, since there's actually some warning, I'd imagine it's much more doable.

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Old 08-31-2011, 05:12 PM   #24
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Yes, the change to the fissure made the fight completely doable. I just ran this last night all the way through. The only problem now is still the "on death" effects. We did have a Conjy with us, and got double splits the first pull, and made the conj drop fireseed, and it worked perfectly. Just have to fix that and its gtg, now to see what challenge version does tonight SMILEY
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Old 09-01-2011, 08:20 PM   #25
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Actually the mobs do become easier as they split.

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Old 09-02-2011, 11:27 AM   #26
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The red text and the fissure were not alaigning properly when we did this last night.

the red text would fire, everyone would move and 2 sec later the fissure would appear on the players new spot.

In short still bugged?

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Old 09-02-2011, 12:30 PM   #27
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Discovered a new fun bug: The tank was fighting Decorin against the red flame wall to the left of the general, and a knockback pushed him through the wall, and make him untargettable. Needless to say, we wiped; the mob simply passed through the barrier.
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Old 09-02-2011, 01:44 PM   #28
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[email protected] wrote:

The red text and the fissure were not alaigning properly when we did this last night.

the red text would fire, everyone would move and 2 sec later the fissure would appear on the players new spot.

In short still bugged?

I am not sure if this is a bug, since its suppose to spawn on that person. Just keep moving up the wall until it spawns and everyone stay away from that player.

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Old 09-08-2011, 12:24 PM   #29
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The fissures are fixed, but a tank got knocked through the flame wall again by Decorin's kb.
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