Throne Of The Dead Elite Test

Discussion in 'Testing Feedback' started by Luke©, Oct 14, 2021.

  1. Luke© Well-Known Player

    Throne Of The Dead Elite

    So today we completed TOTDe on test after about an hour of trying. The group consisted of Myself, Snow, ObsidianChill & Owner from Pwny EUPS/PC, Crash & Grant E from Success USPS/PC, IcySoda from Ethos USPS/PC and Finally Deaa from Versed USPS/PC. Overall I thought the raid was much better than than the previous they have released for Save The Universe. I think with this raid being fairly well received in the past definitely helped it with regards to difficulty and overall fun.

    First Boss: Ares
    After a few runs of Ares we were able to complete it fairly easily by seperating the Essence from Ares. We completed both 2 Tank and 3 Tank we found 3 Tank was a Much cleaner run run as Damage was not split by the adds. Overall we believe Ares need's a health buff similar to the one given in FVe to Grodd. One of our first times we completed Ares we completed with just 6 Players running 2 DPS and we finished it after Killing 5 Essences, Upon trying again with a Full 8 Man raid group we found you could defeat Ares in as little as 3 Essence Phases which for our low sp Test characters was way too fast.

    Change 1 - Ares 1.5x Health Buff
    Overall We believe it should be given maybe a 1.5x Health Buff atleast updated on test first so we can try this and see if it is more appropriate.

    Second Boss: Aeacus, Minos & Rhadamanthus
    This boss was really fun to play as we felt it was the most mechanical fight in the raid. The fight plays at well and will be completed by most Leagues who are organised on their respective servers, it is a very mechanical fight and relies on the whole group being very responsive to the mechanics as one mistake causes insta-death. The fight plays out very well however there are a few things we feel need to be changed.

    Change 1 - Unfair Judgement
    Whilst fighting this boss if any of the Bosses do Unfair Judgement(It looks like an AOE 360 Stomp Animation) group members picked at random die we believe there are two solutions. The first solution would be to add a red skull before the Unfair Judgement enabling group members the opportunity to Block in time to avoid the 1 Shot or perhaps make it so it only has affect at mid-range affecting the tanks mainly rather than the group.

    Change 2 - Boss Special Mechanics
    So throughout the fight each Boss is actiavted one by one until you eventually burn all 3 to around 20% then they are all unlocked. However until all bosses are two of them remain in stone each boss has a unique ability for example Rhadamanthus will spawn eggs that follow the player he targets and will 1 shot anyone who stands in them. The main issue was caused by Aeacus he basically shoots a beam at any player which you cannot block we later found out that Group Shields such as Tempest can block this. The only real way to avoid it is to know the rotation of special abilities in the run and time the Water Shield, we think we have a better alternative that will enable players to complete with a more variety of powers. The Skull above the bosses heads when they perform these attacks often happen after they have attacked we would suggest triggering the skull a maximum of 1 second before and allowing the group member to be able to Block and stay alive at 5% Health except for tanks. This change would be it would be more player dependent then power dependent so we don't just see a bunch of Water and Atomic players abuse their overpowered shields and will make the raid balanced with Equal Opportunities. We also believe if the skull was too happen before the raid would be able to be improved by randomising the abilities and the order they come out in so it cannot just be predicted.

    Last Boss: Hades
    Upon completing the raid we found quite a few issues with the final boss fight that we believe can be improved drastically.

    Change 1 - Hades Reflect
    When we encountered his reflect we were suprised to see that even if you damaged him in the phase you weren't punished just pushed back, we believe the effects from FGSe Grail reflect should be the same Hades Receieves.

    Change 2 - Teleport Room Adds
    Once you are teleported during the Hades fight you find yourself having to kill and add we felt that the adds health was too low and needed buffing, in some instances your ally would kill him alone, definitely needs a health buff.

    Change 3 - Hades Aggro Pets, Trinkets and Backups
    As soon as we entered the final fight we realised that Hades actually aggros any pets, backups or trinkets so you didn't really need to tank as such and could be much more relaxed we think this is a bug and it needs to be removed to prevent him aggro backups the whole fight.

    These are just a few things we noticed from the First completion obviously some may not agree with the changes but we would atleast like to test them to see if it makes the raid more realistic in regards to being mechanically acceptable.