nordickittyhawk wrote: »Dont forget round 7 with the sorcs shield you have stand under a bubble and sometime the sorc decides not to do it or way way to late. it should be a instant cast bubble
nordickittyhawk wrote: »Dont forget round 7 with the sorcs shield you have stand under a bubble and sometime the sorc decides not to do it or way way to late. it should be a instant cast bubble
They always bubble if you make sure you dont CC them. Either way you can always interrupt the boss during the first few seconds.
nordickittyhawk wrote: »Dont forget round 7 with the sorcs shield you have stand under a bubble and sometime the sorc decides not to do it or way way to late. it should be a instant cast bubble
They always bubble if you make sure you dont CC them. Either way you can always interrupt the boss during the first few seconds.
There is not always a bubble in time. Sometimes the mob decides to do a Light attack or a Lightning charge which delays the blue bubble so much that you are dead bc of the scream.
And interuppting the boss will result in oneshots.
The main issue i take in the arena is how long it takes to finish. It´s absolutely horrible to spend more than 80mins in pve. Please let us save progress...nordickittyhawk wrote: »Dont forget round 7 with the sorcs shield you have stand under a bubble and sometime the sorc decides not to do it or way way to late. it should be a instant cast bubble
They always bubble if you make sure you dont CC them. Either way you can always interrupt the boss during the first few seconds.
There is not always a bubble in time. Sometimes the mob decides to do a Light attack or a Lightning charge which delays the blue bubble so much that you are dead bc of the scream.
And interuppting the boss will result in oneshots.
Oneshots? That does not happen with ranged interrupts...
Lol no there isn't, the boss always enrages and hits you twice with scream before the mechanic is ready because they put the shield up too slow. Happens all the time. If you interupt the boss then you have to deal with his enrage timer, anything that hits you will one shot you.nordickittyhawk wrote: »Dont forget round 7 with the sorcs shield you have stand under a bubble and sometime the sorc decides not to do it or way way to late. it should be a instant cast bubble
They always bubble if you make sure you dont CC them. Either way you can always interrupt the boss during the first few seconds.
This was addressed and the fix is live. The moment the shield begins to cast, you will be protected from the scream if standing within the protective radius.Lol no there isn't, the boss always enrages and hits you twice with scream before the mechanic is ready because they put the shield up too slow.
We identified the issue with the lightning and the fix will be put in an upcoming patch. You will no longer be hit by the lightning after the boss has been defeated. And as an added side note, since you mentioned @FENGRUSH, the Heated Blades ability (causes your character to miss attacks when hit with the debuff) that the Spiderkith Berserkers use is being removed from Arena 6 (Spiral Shadows).Another bug I'd like to add that has happened to me twice and I was it happen to fengrush once is the Spider boss in Round 6 if she is defeated at the time she begins to call down lightning, everything will dissapear, including the red circles indicating the lightning everywhere yet the lightning will still continue to be summoned and will kill you unless you keep running around for awhile after defeating the boss.
The Strangler's pull in Arena 3 (Drome of Toxic Shock) is being addressed. We've received lots of feedback on this gameplay and how the pull has been creating some frustration. Expect the changes to take effect in an upcoming patch!Regis_Filius wrote: »At 3th arena:
- charge ability + strangler's pull = stuck in the air
At 6th arena:
- can stuck at obelisk.
- swarm and lightning aoe can drops at the same time, I'm sure these mechanics should be separated. Many times I got swarm, boss aoe, mobs aoe on the obelisk and have a scanty chance to survive.
Mobs:
- nightblade's agony controls trough block, is it a bug or feature? Nightblades have 3 control abilites, dodge and cloak, the most annoying mob.
- healer can heal right after bash. I have to bash him twice or thrice if he use healer's ult.
You can teleport (using skills like Ambush) onto or next to the obelisk and end up stuck inside the object's geometry, causing you to be unable to move. When this happens, your only choice is to hope to find another target to try to Ambush to get out of it... or to Wayshrine out of the Arena and run back inside.Would you mind elaborating on how the obelisk impacts your gameplay? Is your character getting stuck on the obelisk and unable to move or are you having difficulties moving around the collision on the obelisk?
Well sadly stamina classes do NOT have the luxury to go ranged Bow is not an option at all because it got crippled in 1.6
There is not always a bubble in time. Sometimes the mob decides to do a Light attack or a Lightning charge which delays the blue bubble so much that you are dead bc of the scream.
And interrupting the boss will result in oneshots.
Lol no there isn't, the boss always enrages and hits you twice with scream before the mechanic is ready because they put the shield up too slow. Happens all the time. If you interupt the boss then you have to deal with his enrage timer, anything that hits you will one shot you.nordickittyhawk wrote: »Dont forget round 7 with the sorcs shield you have stand under a bubble and sometime the sorc decides not to do it or way way to late. it should be a instant cast bubble
They always bubble if you make sure you dont CC them. Either way you can always interrupt the boss during the first few seconds.
Complete and utterly broken boss round, no idea how that got past PTS let alone let into Live. Is someone really not testing their game or reading the reports?
Yes to Stage 6 with the totems not lighting up despite being devoid of webs. Either it's a visual bug and the web is there or these aren't functioning properly. Playing as a Templar with fantastic mobility means this is never an issue for me (/sarcasm). I'm confident it's not a visual bug as I've sometimes recently cleared webs with a hoarver and still had the totem remain inactive when a swarm comes for me.
Yes to stranglers being a huge issue too. I have to watch for their spawn and nuke them before they start pulling otherwise I get pulled across the map, slingshot back, then get killed by the boss/adds chilling out there waiting for me.
When you mention the plant mini-boss adds in Stage 8, do you mean the Lurchers? It's not clear which abilities you are referring to but in most cases an AoE should only hit you once. Unless it is a moving AoE attack which could potentially roll over you multiple times if you move the wrong way. If you clarify which abilities you are curious about we will have a more definitive answer.@Seiffer It seems to me that this AoE from the boss and the AoE from those plant mini-boss adds in Stage 8 have AoE that does vastly different damage. Sometimes I'm hit by the Stage 8 Boss AoE and it will take about half of my shield down (~13K damage). Other times it will take my entire shield down and bring me to a sliver of health or flat out 1-shot me through my shields. Same with the Stage 8 mini-boss AoE which does similar damage. It almost seems as if the AoE hits you several times all at once or something. Is this Intended?
No problem! It is a nasty issue that really sucks to die to. And we haven't identified the cause of multiple waves spawning all at the same time. That issue is still being investigated. But we will update you as soon as we have a solution!Great job on identifying and fixing the Spider boss AoE. Have you identified the cause of having all the of waves in an arena spawning at once? I actually had this happen to me in the third stage of the first Arena last night.
We made a conscious decision to always push the action throughout the arena. Part of the challenge is how you choose to deal with each incoming wave, and the order in which you dispatch the current one. If we add time between each wave, the pacing will slow down and players looking to maximize their run times may lose some strategic choices. This change isn't outside the realm of possibility, but currently there are no plans to edit the timing on the incoming waves.Also is it possible to slightly increase the time between the next wave spawning to give a player a chance to swap out an ability? Right now this is extremely difficult and is often needed for different waves. At very least can you reset all of the timers that act independently in the area? (Examples are the Trolls that break Ice flows, the little robots in Stage 4, and the poison adds in Stage 7.
We've seen feedback similar to this with the obelisks not lighting up. There could be some misconception on how the obelisks function so this is how they work:Yes to Stage 6 with the totems not lighting up despite being devoid of webs. Either it's a visual bug and the web is there or these aren't functioning properly. Playing as a Templar with fantastic mobility means this is never an issue for me (/sarcasm). I'm confident it's not a visual bug as I've sometimes recently cleared webs with a hoarver and still had the totem remain inactive when a swarm comes for me.
As was mentioned previously, the Stranglers have been addressed internally and a patch is on the way. The Stranglers will no longer grip you, however they will continue to be a threat within the arena.Yes to stranglers being a huge issue too. I have to watch for their spawn and nuke them before they start pulling otherwise I get pulled across the map, slingshot back, then get killed by the boss/adds chilling out there waiting for me.
When you mention the plant mini-boss adds in Stage 8, do you mean the Lurchers? It's not clear which abilities you are referring to but in most cases an AoE should only hit you once. Unless it is a moving AoE attack which could potentially roll over you multiple times if you move the wrong way. If you clarify which abilities you are curious about we will have a more definitive answer.@Seiffer It seems to me that this AoE from the boss and the AoE from those plant mini-boss adds in Stage 8 have AoE that does vastly different damage. Sometimes I'm hit by the Stage 8 Boss AoE and it will take about half of my shield down (~13K damage). Other times it will take my entire shield down and bring me to a sliver of health or flat out 1-shot me through my shields. Same with the Stage 8 mini-boss AoE which does similar damage. It almost seems as if the AoE hits you several times all at once or something. Is this Intended?No problem! It is a nasty issue that really sucks to die to. And we haven't identified the cause of multiple waves spawning all at the same time. That issue is still being investigated. But we will update you as soon as we have a solution!Great job on identifying and fixing the Spider boss AoE. Have you identified the cause of having all the of waves in an arena spawning at once? I actually had this happen to me in the third stage of the first Arena last night.We made a conscious decision to always push the action throughout the arena. Part of the challenge is how you choose to deal with each incoming wave, and the order in which you dispatch the current one. If we add time between each wave, the pacing will slow down and players looking to maximize their run times may lose some strategic choices. This change isn't outside the realm of possibility, but currently there are no plans to edit the timing on the incoming waves.Also is it possible to slightly increase the time between the next wave spawning to give a player a chance to swap out an ability? Right now this is extremely difficult and is often needed for different waves. At very least can you reset all of the timers that act independently in the area? (Examples are the Trolls that break Ice flows, the little robots in Stage 4, and the poison adds in Stage 7.
The environmental hazards in each arena are also another way we maintain the action. These include the things you mentioned. The design was meant to provide a momentum to your runs through the arena. For example, the hoarvors in Arena 6 (Spiral Shadows). The hoarvors continue to waddle through the area allowing you the chance to remove webbing from the obelisks independent of the spawning waves. How you choose to interact with the environmental challenges in between rounds/waves has an impact on your continued success. This was one way we could give the arenas life beyond the static boundaries of the round structure.
Hi everyone. The feedback is appreciated. Just to comment on a couple things that were mentioned ...
Would you mind elaborating on how the obelisk impacts your gameplay? Is your character getting stuck on the obelisk and unable to move or are you having difficulties moving around the collision on the obelisk?
We've seen feedback similar to this with the obelisks not lighting up. There could be some misconception on how the obelisks function so this is how they work:Yes to Stage 6 with the totems not lighting up despite being devoid of webs. Either it's a visual bug and the web is there or these aren't functioning properly. Playing as a Templar with fantastic mobility means this is never an issue for me (/sarcasm). I'm confident it's not a visual bug as I've sometimes recently cleared webs with a hoarver and still had the totem remain inactive when a swarm comes for me.
A webbed obelisk can not protect you and will not resonate. An obelisk free of webbing has the ability to resonate. When an obelisk resonates, it will provide 15 seconds of protection. Once an obelisk is done resonating, its energy is exhausted for a short duration and will not be able to resonate for a bit. At any given time, there can be one or two obelisks resonating. If you have two uncovered, one should resonate and just before that one finishes, the other uncovered obelisk should begin resonating. So there is a window where there is an overlap and two obelisks are actively providing protection.
If a webspinner emerges to web up an obelisk, that particular obelisk can not resonate because the webspinner is suppressing its energy. If you want to allow the webspinners targeted obelisk to resonate, you must first defeat the webspinner. So let's say you have two obelisks that are uncovered. One obelisk resonates and before it finishes, the second obelisk has a webspinner emerge to cover it. The resonating obelisk could finish resonating and go dormant for a short duration. And at the same time, that webspinner is suppressing the second obelisk. So in that scenario, you may see two obelisks that are not covered in webs and neither are actively providing a safe area. In this case you would have to dispatch the webspinner to stop the suppression of the second obelisk and once the webspinner dies, the obelisk should immediately begin resonating.
Hopefully that sheds some light on how the obelisks work!As was mentioned previously, the Stranglers have been addressed internally and a patch is on the way. The Stranglers will no longer grip you, however they will continue to be a threat within the arena.Yes to stranglers being a huge issue too. I have to watch for their spawn and nuke them before they start pulling otherwise I get pulled across the map, slingshot back, then get killed by the boss/adds chilling out there waiting for me.
I think to avoid that we should make it so webspinners cant spawn during a swarm to avoid this mechanic clashingWe've seen feedback similar to this with the obelisks not lighting up. There could be some misconception on how the obelisks function so this is how they work:Yes to Stage 6 with the totems not lighting up despite being devoid of webs. Either it's a visual bug and the web is there or these aren't functioning properly. Playing as a Templar with fantastic mobility means this is never an issue for me (/sarcasm). I'm confident it's not a visual bug as I've sometimes recently cleared webs with a hoarver and still had the totem remain inactive when a swarm comes for me.
A webbed obelisk can not protect you and will not resonate. An obelisk free of webbing has the ability to resonate. When an obelisk resonates, it will provide 15 seconds of protection. Once an obelisk is done resonating, its energy is exhausted for a short duration and will not be able to resonate for a bit. At any given time, there can be one or two obelisks resonating. If you have two uncovered, one should resonate and just before that one finishes, the other uncovered obelisk should begin resonating. So there is a window where there is an overlap and two obelisks are actively providing protection.
If a webspinner emerges to web up an obelisk, that particular obelisk can not resonate because the webspinner is suppressing its energy. If you want to allow the webspinners targeted obelisk to resonate, you must first defeat the webspinner. So let's say you have two obelisks that are uncovered. One obelisk resonates and before it finishes, the second obelisk has a webspinner emerge to cover it. The resonating obelisk could finish resonating and go dormant for a short duration. And at the same time, that webspinner is suppressing the second obelisk. So in that scenario, you may see two obelisks that are not covered in webs and neither are actively providing a safe area. In this case you would have to dispatch the webspinner to stop the suppression of the second obelisk and once the webspinner dies, the obelisk should immediately begin resonating.
Hopefully that sheds some light on how the obelisks work!As was mentioned previously, the Stranglers have been addressed internally and a patch is on the way. The Stranglers will no longer grip you, however they will continue to be a threat within the arena.Yes to stranglers being a huge issue too. I have to watch for their spawn and nuke them before they start pulling otherwise I get pulled across the map, slingshot back, then get killed by the boss/adds chilling out there waiting for me.
@Seiffer
You can see the issue people are bringing up in my video here begining at @1:05
https://www.youtube.com/watch?v=YDbc4jKFyBU
There are 2 unwebbed obelisks. One is fading and then a webspinner spawns and begins wrapping up the other obelisk as the swarm spawns. I immediately kill the webspinner yet when he dies there is still no golden obelisk anywhere despite 2 being free and unwebbed. I kite the swarm around for a couple of seconds using Ball of Lightning and then the original Obelisk that had faded lights up again and I disperse the swarm with that obelisk.
I think if a Webspinner is supressing an obelisk before it is supposed to activate that even when it is killed that obelisk will no activate at all.
Please don't change that lolBfish22090 wrote: »I dislike that if you log out for 15 minutes or take a bio break and come back, you have to start from the beginning
Thank you for pointing this one out @Alcast. A fix for this issue will be included in an upcoming patch!@Seiffer What about the bug that drops you out of werewolf in stage 6?
Apparently the minibugs are the cause of this, so as soon as one of the bugs explodes you get transformed back into human form and you cannot swap bars because the "ww ulti" is still "active" although I am in human form.