Fixed Internally Kurns 2

Discussion in 'Resolved' started by Vlkodlak, Aug 28, 2022.

  1. Vlkodlak Well-Known Member

    Category: Mechanics
    SubCategory: Grouping
    Severity: Affects gameplay
    Frequency: Always Happens

    Zone: The Fabled Kurn's Tower: Breaching the Void [Heroic II]
    Location: -4.77, 426.14, 4.10
    Character: Level 125 Assassin

    Summary: port causes instant death
    Description: The port for the scouts is fatal in T4 raid gear. This is absurd.
  2. Bludd Well-Known Member

    cure the elemental :)
  3. AvenElonis Well-Known Member

    Yeah, but that still doesn't make it right (scouts and mages) seem to instant die when ported to the outside edge.
  4. Chrol Developer

    Which boss and which spell? I barely remember what I did an hour ago.
    Breanna likes this.
  5. Bludd Well-Known Member

    from what i can tell its the last boss and its the shadow something? real helpful here!
  6. Benj Well-Known Member

    The spell that ports players around is Shadow Warp on the final boss. This curse ports players to the outer ring of the room and deals high damage until cured. The damage could be considered extremely high considering that the blue orbs in the room significantly debuff max health. I've seen it one-shot my groupmates, even though we're all 7800+ resolve. I've also seen those same groupmates survive. It mostly depends on how far away they got ported and how lucky they were.
  7. Chrol Developer

    Okay, it was the elemental debuff on Shadow Warp. It was setting it to 0, which is bad. It now drains elemental over time, and is active on live servers immediately.

    Thanks!
    Breanna, Myxx, Benj and 1 other person like this.