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Drinal raid feedback

Discussion in 'Zones and Populations' started by slippery, Nov 14, 2012.

  1. Davngr Well-Known Member

    press buttons harder.
    expansion has been out for a week and you want to kill every mob? lol
  2. slippery Well-Known Member

    Being as the devs decided PoW should still basically be the best, exactly what gear are we supposed to get if you can't kill the hm mobs? Avatar gear? So you think I should wait a month and base my feedback on what we can do with Avatar gear and screw everyone else? Man, you have sound logic.

    When they release an expansion where the top guilds are in gear that is already better then 95% of the gear that you can possibly get the absolute only thing that is going to stop everything from being killed is broken scripts. This script is broken.

    There is nothing challenging about a curse ticking every 5 seconds for the duration of the fight for 100% damage, and if a single person dies with it the encounter is over.
  3. Buffrat Well-Known Member

    We always complain about broken mobs when we get to them.
  4. Drumstixx Active Member

    I've yet to see this mob not fall through the floor at one point in the raid zone or group zone.

    Once it starts happening in the raid zone, he almost never gets back his footing and is almost perma-uncastable upon.

    This makes it extremely worse when you introduce the memwiping or the transformation for the tanks where they need to pick up aggro. You can't cast, you can't get aggro. You can't do anything to the damn mob.
  5. Kalderon Well-Known Member

    Despite of the falling through the elevator thing, i think the mob is just fine as it is, even he slaped me out of my gear ^^ (Next time, probably the result will turn ^^)
    But.... seriously, the mobs before are more like a timesink o_O
  6. slippery Well-Known Member

    This fight is so dumb.

    You still can't use the soulwell to port to his room.

    He still falls through the elevator constantly. It's great the mob standing still casting falls through the elevator. I mean really?

    The curse is the asinine thing ever. The fail being you do almost nothing to the mob is just the dumbest thing ever. Especially when if you combine it with either the noxious or the trauma effects people are literally guaranteed to die with it, meaning you do nothing to the mob. The curse was fine in the initial incantation it went live in (you know, the one that didn't have any patch notes that mentioned changing it). You need to actually be able to you know, live through it, especially when there is other damage you take, which line up and guarantee you to die.

    The trauma description is still about as useless as it gets. Where is the description that tells you what it actually does. You know, damage break downs for ranges. Especially considering that it hits 4 people, and each of those 4 people causes you to take a ton of damage and pretty much instantly drain your power. Where is the time to react after you get it. Where is the way to know you're the one who actually has it? (Since you know, the damage it does to the person with the effect is the same name as the damage you get hit by radiating from the mob). Did you actually account for the damage and power drain hiting from all 4 people or is that a bug? Can we even get far enough away from the mob to decrease the damage enough?
  7. Estred Well-Known Member

    I think the overall point people are making is a few of the following.

    * Raiders are making the point that a 100% unmitigated damage makes 3 and 4 soulwell extreamly difficult to manage with the well-scripts. Considering Drinal pulses damage on the Trauma as to those afflicted by it, tanks can't stoneskin or taunt without power and healers can't heal and chanters can only regen so fast there are mathematical limitations to this game and frequently what works "on paper" is extremely difficult on live.

    * "The Best Gear" Is Avatar/PoW loot with CoE Adornments on it not CoE gear itself. This is because PoW is still considered EndGame content.

    * Equillibrium of which Slipper and Buffrat are members of has for many expansions provided feedback on bosses. They aren't just the "cool kids" and are actually trying to make it killable by more than just themselves.

    * Gninja, alright so the curse and double curse is intended but with how fast the curse affects raiders and it being unmitigated the chances of Drinal not gaining 1-2 Deathly Gallows buffs (40% DR and 1200% Nox damage so say a little). This makes the likelyhood of any guild sub top 5 ever killing 4 Soulwell if that is indeed the final boss of the expansion (instead of General Teku of PoW)

    I am trying to consolidate arguments here for clarity as what I see is a Dev providing what feedback he is allowed to and asking for some testing on Drinal at the top of the elevator. As well as raiders pointing out severe difficulties that are making even reaching the top to provide feedback fight extremely difficult to pull off even without activating the majority of his encounter.

    According to Guildprogress only the top 3 guilds worldwide have even killed 1 Soulwell Drinal and these guilds have access to full Avatar and PoW gear which is top-end equipment. To me that worries me given the 15+ guilds in competition for a slot in the top 10 or top 20 right now the difficulty should come from each Soulwell just like Rohen Theer not from a ungodly difficult jumping curse. It's already hard enough that CoE bosses punish raid deaths even moreso than Drunder bosses did after 4 empowers from death its pretty much a good idea to wipe as the boss healed to 100% and has gained significant damage increase.

    Raids these days seem more and more pushing a raidforce to Flawless a fight period instead of having it be an achievement.
  8. slippery Well-Known Member

    Please change the curse back to what it was originally, take the encounter off the elevator, and give the trauma a real examine with the damage having a different name so that you can actually see who has it.
  9. Gninja Developer

    Just a headsup.

    I just submitted some changes to the encounter so you will fight the first 50% of the fight down where you activate/destroy the soulwells. Once he hits 50% he will then become unattackable and the lift will move (quickly) to the top where he will do the second half of the fight. This should avoid any issues with the moving lift and Drinal falling through.

    This applies to Raid and Heroic versions of the encounter.

    The curse has been toned down very slightly for 1 and 2 soul Drinal.

    What trauma ability are you referring to and I will check on it. I may have already fixed it but it had not made live servers yet.
  10. slippery Well-Known Member

    The one that does damage based on range to the mob. You changed the description to read farther away, but without ranges that is meaningless.

    If you don't change the curse for 3-4 it's never going to die. All changing it for 1-2 does is make people do it with the red text and tank swap. What is the purpose of an encounter where you choose what you fight, but you can't actually choose because not only are all the things not equal, but the nature of 2 of them (all the ae damage/someone guaranteed to die and then you are screwed) makes the encounter impossible. It's accomplishing nothing.

    People legitimately did Theer with any of the 4, or any random combination, and different guilds did it differently. Why? Because you could. You didn't get punished for death, the encounter was about overcoming adversity. It was about the fact that you where going to fail, it was all but guaranteed you where going to fail. Failing didn't wipe you. That's the polar opposite of this expansion.
  11. Gninja Developer

    I won't be giving exact ranges. Its broken out fairly well so if you are closer you just take more damage. You do not need any more info than that.
  12. slippery Well-Known Member

    Then I guess we can take the ranges off every ae in the game since the farther away is less damage. We don't really need to know what the difference between 10 and 20m is. We can just guess what our range means. We'll eventually figure out that at 4.9m I die and at 5.1m I live.

    Without giving players actually usable information they can't react. Not only is there absolutely zero good way to tell you are the one that has that effect (because a second later the entire raid has an uncurable trauma on them hitting them 4 times from all 4 people doing damage and completely draining their power), we don't have any information to give us what impact being at a given range is going to have. For example I can examine an ae and see yea if I'm inside 10m I'm going to die. If I'm inside 15m I'll be cutting it close.

    Without seeing ranges we don't know what we can do. Hell, we don't even know if we can actually get far enough away from the mob to reduce the damage as much as we can. He has a decent size hit box, and the elevator is a pretty small platform.

    Without information we can't even tell you how to fix it. Right now that soulwell is a complete deal breaker. If the curse was what it was when the expansion went live we could kill it with the 3 other soulwells but not kill it with this one by itself. This one is literally worse then the other 3 combined, and we can't even get USABLE information about how it works.
  13. Gninja Developer

    Adding the distances onto the spell would not help you. The distance is calculated from his home point not his hitbox (which is what is used to calculate the range on the target window)

    It's just going to take practice. Just because your guild happens to find that specific ability set more challenging than the others does not mean every guild has the same feeling. They might find one of the other ones difficult.

    Sounds like you just need to practice on that ability set until you feel comfortable adding in the others. It was not meant to be able to just throw everything together and kill it in one night's worth of practice.

    You asked for challenging encounters.
    Sixgauge likes this.
  14. amberlia New Member

    The elevator is sooo buggy in the group instance too! After reviving a multiple times, half of the group could not see the boss or they'd see only his name, some would fall underneath, etc. Rather annoying to say the least, what a nightmare if you ask me.
  15. Gninja Developer

    With the check-in I did today, the heroic would be fixed as well. No more fighting on the lift when its moving! :)
    amberlia likes this.
  16. amberlia New Member

    That is very good to hear!! Ty ty! :)
  17. slippery Well-Known Member

    You are being incredibly narrow minded in your point of view.


    So this is an entirely new mechanic that works differently then everything else that has come in this game over the past 8 years? Not a single other thing in the game works like that.

    Not to mention that even if it does work like that, the information is still useful. Players are in fact capable of telling the difference. You know, they could just go off the range to the implied target of the tank standing in front of the mob and have the correct range. So they could do things like play the game with all the information. If there is no difference between being 9m (which according to you is likely 15m for this effect) then why should I be standing 35m from the mob, out of range of buffs for people, out of range of half my spells, out of range of abilities that do increased damage at close range. Range is meaningful. Players stand at certain ranges for specific reasons. They need to know where they can stand.

    And again, there needs to be a reliable way to tell which 4 people this is on. Right now there is not.

    We can play this game all day where you like to think the players are bad and just don't understand, or you can be open minded and we can work towards encounter that actually have something that works and is enjoyable instead of dumb and frustrating.
    Mae- and Chronus like this.
  18. Chronus Active Member

    I think for the curse Gninja just wants us to equilibrium as soon as it hits in that group, then warden group deathsave, then single target healer deathsave, then cure and hope it goes to another group and not a tank, that being for 3 and 4 soulwells.
  19. Buffrat Well-Known Member

    I can see where it's killable as is with all the scouts/mages respeccing/adorning as defensive as possible and inviting a few wardens, but the trauma being hidden under horns of war should be changed. Make it an uncurable elemental or something, I forget which det he doesn't cast. Range information would also help a lot. And if there isn't one (I can't recall if there is or not), perhaps give us a 2 second pause before the damage starts ticking so scouts have a chance to joust out before completely annihilating the raid.

    I also think the death penalty should be dropped from 150 crit avoid to maybe 15, so if luck screws you over your dps is only dropped by 20-30% and not 85-90%.
  20. slippery Well-Known Member

    Not to mention the fact that the tanks that have to get the mob get the effect that they have to get away from the mob. That one is really special.