Unedjis
Members-
Posts
7 -
Joined
-
Last visited
Reputation
6 Neutral-
Oh, it seems I have stumbled upon a more serious issue here! Whoopsie ... but yeah, I would also appreciate a bit more consistency here, while also taking into account cases like fighting Nems. Flagging those attacks as AoE and adjusting their base damage and/or the ranged multiplier to get the same end result should do the trick, right? @MTeague: I have Tactics, and I have Follow Up stacks, but if you play +2x8 or +4x8 and have double or triple spawns (like in troll caves or at intersections), they're gonna have at least 5 stacks of vengeance. Most of my toons can handle that just fine, but the Claws Brute is just sitting there doing nothing except heal up from time to time because literally none of his attacks can do anything against them. Two venge stacks drop hit chance to around 45%, at 5+ it's around 10%. (I display Last Hit Chance, not To Hit or anything.)
-
Hi all! Recently I got the feeling that on certain characters, Nemesis have become harder to hit than they used to while buffed with Vengeance. The meta was (and is) to kill them with AoE attacks while venged, which I remember working fine on pretty much any character. So when some characters that I hadn't used in a long time suddenly had problems with that, I started looking for a reason. And I found that a lot of AoE attacks are not flagged as such with regard to defense. The worst offender here (that I have found on my own toons) is the Claws set on Brute. It has three AoE attacks (Spin, Eviscerate, and Shockwave), all of which are flagged as "melee" and "lethal" damage types, but not AoE. Only attacks that also have the AoE flag are able to ignore Vengeance on Nemesis. Fighting Nems with Claws is just frustrating, you have three supposed AoEs that you'd think would work, but none of them are of any use, so you basically just sit there and wait for Venge to be over before you start dealing any significant amount of damage again. Now the thing is, I get why some of the attacks (such as Spin and especially Eviscerate) might be considered purely melee, since defenders would likely deflect them the same way they would a melee attack. With longer-ranged cones such as Shockwave, this seems less logical. And once we consider that the literal same attack (namely, Fire Sword Circle) has the AoE flag on some ATs but not others (Sentinel epic pool has the flag, Scrapper Fire Attack does not), it becomes weird. I was wondering if I just misremember this whole thing* and that those characters always had trouble fighting Nems, or if this is a recent and deliberate change. I would also request to make sure that each set that has AoE attacks also has at least one that has the corresponding flag. I'm all for making content harder to beat (love the Aeon SF and the changes to Crey!), but in my opinion this is a matter of making things more annoying rather than harder. Cheers and thanks for your consideration, Unedjis
-
Update: The same issue happens later in Scirocco's 3rd arc with Eukrisal. If he dies, the mission does not fail but can't be completed either. To me it seems like this may have been caused by a recent-ish patch, because I don't remember having had any issues with this contact in the past.
-
Hi all, I was asked to make a thread, so here it is. When doing the 1st mission of Mako's patron arc ("Rescue Arachnos operatives"), there are certain conditions that seem to prevent completing the mission. I played it on a lvl50 scrapper on +2x8, so aggro management was limited. Therefore the first of the two Arachnos operatives you're supposed to rescue, the Tarantula Mistress Lt, died in Longbow AoE before I could properly get to her so she would "turn green" (her hit box, indicating that she went from blue = neutral to green = pet status). The mission did not fail, the objective updated to only one left to rescue, but even after clearing all the mobs (and successfully rescuing the Mu guy), the mission did not complete. I did this twice with the same outcome (abandoning and re-initiating after the first try), the same Tarantula dying twice before I could get her. I could not just auto-complete the mission either because it's a timed one, so I did it a third time on lower settings, this time rescuing both hostages and completing it successfully. A fail condition could be implemented, similar to the one employed in the Dark Watcher arc where you have to rescue the Nemesis Lt that always dies in the AoE, in which case the mission fails. (Or in the Montague Castanella mission where you have to rescue and protect that weird shooty lady that always dies as well.) Cheers, Unedjis
-
Yes, but none of this is a reason why the bosses that are supposed to be AVs (from the way they're built up) should not have the *option* to be AVs, if the player so desires. Of course it would have to be just as optional as with any other content. I just can't understand why the devs originally didn't include the option, because not everyone is gonna solo the arcs, and a full team of 8 will kill an EB literally in under three seconds. It is just inconsistent with the rest of the game design, and I still maintain that it would be an easy "fix" to provide an appropriate challenge to those who wish to have one. Those who don't, set it to EB and it'll be as before.
-
Hi all, I've done a brief search and nothing came up, so I'm starting a topic. Please merge if there is a similar request already. One thing that keeps bugging me whenever I get a toon to 50+ is that the incarnate content that is supposed to be oh-so-tough is actually absolutely trivial, even compared to some regular arcs and TFs. One reason for that is that once you're +3 level shifted, the maximum difficulty you can play at is an effective +1x8. I don't want to discuss increasing the max level of either players or mobs here. Instead I would like to ask if it would as simple as I'm imagining it to make most of the named Elite Bosses in the Incarnate Arcs (Heather and following) actual, real Arch Villains. So many of the missions are labeled as "extremely difficult do complete alone" by the respective content, and then all you get is a pushover EB at the end rather than a full-fledged AV, as you would expect. I'm talking about guys like Blue Steel, Romy, and most importantly the Sentinel, but also the Mother Keress. All of those should, by rights, be AVs, but for some reason they're not, and it feels wrong and disappointing, and I frankly do not understand why the devs back then did it like that. And if players still don't want to fight AVs solo, they can turn that option off, just as it is with any other content. Would that be something the HC team could look into? Knowing nothing about how the game works in this (or any) respect, I imagine it wouldn't be very hard to give them lots of HP, more damage and regeneration, and flag them as AVs. But of course I could be wrong. Cheers, and thank you all for your hard work! Unedjis (Reunion)
-
Hi, copying from Discord: I have a bugged mission that I cannot complete. In First Ward, Master Midnight's first mission where Cerulean accompanies you to stop the Talons of Vengeance. I run through the whole mission, kill everything and save everyone (except they inevitably die due to the immense number of adds), and then there's nothing. No "Mission failed", no "Mission complete", nothing. I just stand there in those tunnels running around like an idiot trying to find what I've missed. The first time around Cerulean died but some of the Carnies I was supposed to rescue survived. This time around Cerulean survived (because I just left him at the entrance) but all of the Carnies died. Any ideas as to why this mission won't complete for me? Do I have to keep both Cerulean AND all of the Carnies alive? There is no objective to lead them anywhere in particular either. Also, I have no way to complete the mission via the troubleshooting button. All I can do is abandon it. More information: Played on a lvl27-28 Scrapper (Hero) on Reunion on +1x3. (This issue was resolved by contacting a GM, who finished the mission for me.)
-
- 1