Test Discussion Episode 30: The Panopticon

Discussion in 'Testing Feedback' started by Millbarge, Nov 3, 2017.

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  1. Penryn The Gadgeteer

    Feedback/Bug Reports

    This is the for the end-game version. Almost everyone was wearing CR 224 gear.


    Enhanced Security Mech
    The Flame Burst attack on this NPC can be a party wiper or kill a lot of people. As far as I can tell, it is a non-skull attack that does massive damage. Here are the combat.log entries from one Flame Burst attack:
    655 Power
    1510156218277390 {"clt": 1, "itp": 2, "idi": 926914623, "iei": 8609539417829371787, "inm": "Enhanced Security Mech", "ivh": 110976, "ivp": 10000, "ttp": 0, "tei": 8609535058437591325, "tnm": "Mr Fixit", "tvh": 32218, "tvp": 6991, "tvs": 10000, "adi": 929011922, "anm": "Flame Burst", "vfi": 11668} [Damage In] Enhanced Security Mech's Flame Burst damaged Mr Fixit for 11668
    1510156218785270 {"clt": 1, "itp": 2, "idi": 926914623, "iei": 8609539417829371787, "inm": "Enhanced Security Mech", "ivh": 109493, "ivp": 10000, "ttp": 0, "tei": 8609535058437591325, "tnm": "Mr Fixit", "tvh": 29683, "tvp": 7814, "tvs": 10000, "adi": 929011922, "anm": "Flame Burst", "vfi": 3056} [Damage In] Enhanced Security Mech's Flame Burst damaged Mr Fixit for 3056
    1510156219292518 {"clt": 1, "itp": 2, "idi": 926914623, "iei": 8609539417829371787, "inm": "Enhanced Security Mech", "ivh": 82400, "ivp": 10000, "ttp": 0, "tei": 8609535058437591325, "tnm": "Mr Fixit", "tvh": 23803, "tvp": 4281, "tvs": 10000, "adi": 929011922, "anm": "Flame Burst", "vfi": 6236} [Damage In] Enhanced Security Mech's Flame Burst damaged Mr Fixit for 6236
    1510156219892946 {"clt": 3, "itp": 0, "iei": 8609532481457166733, "inm": "CaptainMarval", "ivh": 9738, "ivp": 26348, "ivs": 1173, "ttp": 0, "tei": 8609535058437591325, "tnm": "Mr Fixit", "tvh": 22685, "tvp": 5548, "tvs": 10000, "adi": 928846398, "anm": "Innate Power", "vfi": 444} [Power In] CaptainMarval's Innate Power healed Mr Fixit for 444 Power
    1510156220306291 {"clt": 1, "itp": 2, "idi": 926914623, "iei": 8609539417829371787, "inm": "Enhanced Security Mech", "ivh": 75280, "ivp": 10000, "ttp": 0, "tei": 8609535058437591325, "tnm": "Mr Fixit", "tvh": 16806, "tvp": 6371, "tvs": 10000, "adi": 929011922, "anm": "Flame Burst", "vfi": 5879} [Damage In] Enhanced Security Mech's Flame Burst damaged Mr Fixit for 5879

    Four ticks of 11668, 3056, 6236 and 5879 from one attack. I saw four people in CR 224 gear die from full health due to that attack.

    I saw that attack wipe large numbers of people in the hallways.


    Johnny Quick
    1. The Canister Dispenser needs slightly better messaging than just trying to watch for the cog. I'm not sure if the Dispenser is tied to any specific attack, but it is really hard to see the dispensers become active. You are either too far away from them when they become active or you have your back to them. With as much as Johnny Quick moves around, you have to keep repositioning yourself.

    2. Bad things really do happen if you fail the Tether Attack test:
    1510156539688184 {"clt": 1, "itp": 2, "idi": 926830982, "iei": 8609539417829370467, "inm": "Johnny Quick", "ivh": 1886837, "ivp": 10000, "ttp": 0, "tei": 8609535058437591325, "tnm": "Mr Fixit", "tvh": 4917, "tvp": 32924, "tvs": 10000, "adi": 926812958, "anm": "Tether", "vfi": 26672} [Damage In] Cookie monster's Tether damaged Mr Fixit for 26672

    I lived, but three other people didn't. I can't say that I saw any special tell for it.


    3. What's supposed to be the correct response to his Flurry of Blows attack? Simply blocking the whole sequence will usually result you in getting killed.



    Owlman
    1. When the Enforcement Mechs go into their idle state, you remain locked on to them if you had a target lock and do no damage. It took me a few seconds to realize I was doing no damage and needed to re-target Owlman manually.




    Ultraman
    1. After the Owlman fight is completed, would it be possible to open the door behind the entrance portal?

    If the party wipes, it'd make it easier to get back to the Ultraman fight.

    2. Trying to keep an eye on the statues is very awkward. If you zoom the camera to keep an eye on their attacks, you can't see Ultraman at all:
    [IMG]


    3. The "ice cube" mechanic in this fight is rather awkward. So the idea is that you left yourself be frozen and then you are protected from Ultraman's Ultra Vision. Basically his Ultra Vision melts the ice. However, there are a few issues with it:
    a) Player's natural inclination will always be to break out of the ice cube.
    b) Uninformed tanks may use their group breakout power.
    c) Sometimes you aren't frozen. Here is an example:


    I was out of range of his freeze attack, but in range of his Ultra Vision. There were no ice cubes in the immediate vicinity that I could hide behind. I tried blocking his attack, but that didn't work.

    Sometimes you can stay out of range of his Ultra Vision, but it is really hard to tell.

    d) Flying players aren't always grounded by his Freeze Breath. Keep an eye on "TheSteveTank" in this video at the 7 second mark:


    He isn't grounded and is able to fly above the Freeze Breath/Heat Vision attack.

    You can also see where it is possible for me just to run far out of range of his Ultra Vision attack.

    Even though Lex was behind me, he died to the attack and I received 0 damage. That seems really inconsistent.

    e) Even our CR 224 tank with 70,000 health never survived that Ultra Vision attack.

    f) If the group wipes, Lex, Superman, and Wonder Woman will remain out of combat on the north side of the room near the entrance on the next attempt. They won't engage unless they receive damage.
    • Like x 1
  2. Ully Committed Player


    No special animation or warning before the "tethered attack" in Elite. And no, Johnny Quick was executing that attack at least very minute after he reached the 80% health mark.
  3. Millbarge Developer


    I've updated this attack so he will say some VO, Tether 2 players and it will wait ~1 second before it starts pulling them together. This should improve the messaging and give more time to react to the attack.

    -Millbarge
    • Like x 1
  4. light FX Steadfast Player

    I like the sound of that ice cube ultravision mechanic. Hopefully they get it all worked out before it goes live.
  5. Ully Committed Player


    Awesome, I'll try again on the weekend :)
  6. Penryn The Gadgeteer

    Questions
    This is for the End-game version of Panopticon.

    Johnny Quick
    1. Why didn't I receive any damage at 7 seconds for the Tether attack? Everyone else in the vicinity did.


    2. Previous posts indicated that a VO clip should play before the tether attack happens. I thought it was supposed to be "Now you're dead". Sometimes there isn't any VO for the attack though. Here is an example:


    3. Is the "Antifreeze" feat working properly? As far as I can tell, the canister console only becomes active for a few seconds after an after image cycle. No one in the group interacted with the console in our run.


    Owlman
    1. What's the white aura that appears on the right (east) Enforcement Mech at 30 seconds?


    It disappeared during the next "Lex resists" cycle.


    Ultraman
    1. Does Ultraman himself use the Scattor Shot or does the statue use that attack? I got hit by these three attacks in quick succession.
    1510454081792444 {"clt": 1, "itp": 2, "idi": 926830983, "iei": 8609513278658380399, "inm": "Ultraman", "ivh": 4798448, "ivp": 10000, "ttp": 0, "tei": 8609538764994250986, "tnm": "Mr Fixit", "tvh": 27873, "tvp": 27998, "tvs": 10000, "adi": 926859449, "anm": "Scatter Shot", "vfi": 8983} [Damage In] Ultraman's Scatter Shot damaged Mr Fixit for 8983
    1510454082036027 {"clt": 1, "itp": 2, "idi": 926830983, "iei": 8609513278658380399, "inm": "Ultraman", "ivh": 4796712, "ivp": 10000, "ttp": 0, "tei": 8609538764994250986, "tnm": "Mr Fixit", "tvh": 19077, "tvp": 28295, "tvs": 10000, "adi": 926859449, "anm": "Scatter Shot", "vfi": 8796} [Damage In] Ultraman's Scatter Shot damaged Mr Fixit for 8796
    1510454082740315 {"clt": 1, "itp": 2, "idi": 926830983, "iei": 8609513278658380399, "inm": "Ultraman", "ivh": 4725100, "ivp": 10000, "ttp": 0, "tei": 8609538764994250986, "tnm": "Mr Fixit", "tvp": 29780, "tvs": 10000, "adi": 929377155, "anm": "Backhand Attack", "vfi": 23446} [Damage In] Ultraman's Backhand Attack damaged Mr Fixit for 19944

    Where did the Backhand Attack come from? I didn't see any skull signs on Ultraman and I didn't see him use any melee attacks:



    2. This one is really weird:


    I use Distract at the start of the video to setup a shield for incoming damage. I see Ultraman show skull at 6 seconds and initially block. When I see it is the Freeze Breath, I let go of block. At 9 seconds, I'm not encased for some reason. However, I do see the "Trapped" warning. I get hit by Ultra Vision for 18782 damage at 12 seconds.

    Why wasn't I turned into an ice cube? Why does Ultraman's Ultra Vision do less damage than his Backhand Attack?

    3. Another odd sequence with his Freeze Breath/Ultra Vision:
    https://youtu.be/wISMid9GR18

    I just happened to be jumping at 8 seconds. "Trapped" flashed for a second, but I wasn't encased. I wasn't blocking or using a CC-cleansing power. I don't think it was the tank because he was encased. So what happened?

    I tried hiding behind the closest ice cube at 13 seconds, but still took damage from Heat Vision. Is being taller than the Ice Cube a problem? That maybe an issue if you're using a Brute-sized body.
  7. Penryn The Gadgeteer

    Feedback
    With all the tweaks and bug fixes, the difficulty of the End-game version of the raid has gone down quite a bit compared to earlier versions. A geared group should be able to complete the raid in 15 to 20 minutes without too much trouble.

    Here are a some suggestions for improving the raid:
    1. Freeze Canister - Add a couple of seconds to the cog activation time. Even if you know a console is about to activate, it can be hard turning the cog with the quick countdown timer.
    2. Owlman Fight - By himself, Owlman doesn't seem particularly difficult in the End-game version of the raid. His stuns are a nuisance, but that's about all. The Enforcement Mechs are the real danger. Would giving Owlman his skull "Vortex of Energy" attack from the alert make the fight too difficult?
    3. Ultraman - Now that Ultra Vision has been fixed, the difficulty for this fight's difficulty has gone down considerably. You have several options for completely negating the attack including running out of range and using Amazonian Deflection. Some people believe you can jump over the attack. Perhaps Ultra Vision needs to hit a little bit harder?

    I tried putting together an Elite group, but didn't have much luck. When I mentioned we were doing Panopticon Elite, everyone on the team voiced their objections. Their opinion was that Johnny Quick Elite is impossible and a waste of time. His tether attack in particular seemed random and very punishing.

    People have apparently been trying Panopticon Elite, but they aren't leaving any feedback on it.
  8. WesPypes3679 Committed Player

    I had previosly done the elite raid 2 times. Both times the raid was dispanded after about a dozen times on 1st boss Johnny Quick. This was last week and I dont know if anything has changed. I havent been able to find a group willing to do it since. It could be we didn't understand the mechanics of it yet...but it was rather difficult. As elite should be...but it seemed some of the attacks resulted in one or 2 shot knockouts with no warning it was coming. I wish I could run it more for better feedback. Kinda makes it difficult to test when no one wants to do it. I assumed it was testing...not a waste of time to do. I could see that on live being a viable excuse...but not on test imo.
  9. Penryn The Gadgeteer

    You would think that is the case, but a lot of people are just on Test to play the game for free with instant access to all of the vendor gear. They are trying to "have fun" so to speak.

    My general observation of Johnny Quick is that he has too many skull attacks. It is hard to predict what he is going to do. Maybe he follows a specific attack pattern, but I haven't looked into that yet. You have to react instantly to whatever he is going to do. If he sets up that tether attack, you need two other people to react instantly and properly.
  10. WesPypes3679 Committed Player

    Too many "just for fun" or free DCUO people on test. Very aggaravating at times.

    Also...there are 2 many skull attacks and it is difficult to predict what is coming, which makes it hard to determine what actions you need to take. I wish I could've played that raid alot more to get a better grip on the mechanics. Shamefully it will go to Live like this because people dont want to test it and leave feedback. Guess I will have to figure it out on Live.

    And on a side note...I appreciate your work on testing and trying to better everyones experience on live. Finding these issues beforehand raises the quality of DCUO. Wish we had more dedicated people on test. I do what I can. Not to take away from other "real" testers...you guys are just few and far in between. So if no ones said thank you for your time....I will....Thank You to all the real testers.
  11. Ully Committed Player


    I'll be on the test server today and if you're on, we can link up and run Pano Elite. Same goes for you , Penryn. Also, Concerning the difficulty of the Johnny Quick fight, it really isn't that bad. It feels Zoom from HH Elite, except with some minor differences. I'm not entirely fond of "break away" mechanics, in where the bosses leave the tanks; I think its dumb and it undermines the tank role, however, like Zoom in HH Elite, this type of boss fight requires patience and tact, particularly from the DPS role.
    • Like x 1
  12. WesPypes3679 Committed Player


    Good chance this is where I faulted in DPS role at 1st. I tried to burn too quick at times...noobish mistake...but I was trying to feel out the mechanics in the process. The groups I ran spent time trying to help one another figure out different strategies after wipes. I also picked and chose when to burn looking at indicators and when tank had aggro. He just seemed to come out of no where and 2 hits Im down. I am not a fan of the Lunging and moving bosses in elite. You only have 1 revive. When we have bosses that tanks cannot hold aggro it makes for a rocky and long instance. Both tanks exceded Dominance recommended for the raid. We also tried 2 tanks a few times to try and grab aggro when JQ would go on his lunging and moving bits. It did not work. We also tried to spread out so we werent on top of each other or grouped too closely. Those attempts failed as well.
  13. WesPypes3679 Committed Player

    Wish I knew more about the rest of the raid to give feedback on. It feels like one of those elite raids that I will revisit when I am fully geared to handle it. In both attempts I was only cr210. I have since geared up to cr224. I will try and get on a little later to try again. Toons name on Test is KhaosFyreTest.
  14. Penryn The Gadgeteer


    I asked some of those guys to leave their feedback on Elite in this thread, but you can see the tumbleweeds passing by.

    I think I've got a good grasp of the End-game version, but can't speak personally about Elite mode.

    Thanks for the comments. I'm trying to help out where I can.

    I'll be online for a while this evening on Mr Fixit. If we can get an Elite group together, that'll be great. As is, I think I've left all of the feedback that is possible.
    • Like x 1
  15. Millbarge Developer

  16. ImThEDCWiki New Player

    what roles would you all say we need for each boss of the elite version?
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