So the first time we saw that mechanic, one person heard the "memorize her movements" line (I heard "power in that pattern") and relayed it to us, and my first thought was, "ok, is there something that's going to be moving around the room?" And then "lead your group to safety" in the subsequent death recap hint made me think that there's something moving around the room, tracing out a safe path that people need to take, and that we'll need to remember that path."Watch her closely. Memorize her movements!"
"There's power in that pattern. Pay attention!"
"Remember that pattern? Find it, quick!"
"Can you see the pattern?"
"Mental dexterity of this recollection is required to lead your group to safety."
First boss:
It seems that any of the boss's AoE abilities can remove splinters, but the best and most reliable is the conal attack. But the boss's usage of this ability seems very inconsistent. There were times when the boss uses this ability very shortly after splinters were applied, and times when he takes so long that people have died to the splinters before the ability was used.
Stiles was watching our run, and commented along the lines that it was working as intended, so I take that to mean that we're missing something here, but we have yet to figure out what.
One minor complaint: There are areas along the outer edge that are not covered by sharp blades, which led me to assume that being pushed into those areas would not be lethal. This seemed like a reasonable assumption given the visuals, but it was of course wrong.
Second boss:
This boss's HM was fun to figure out, and it was delightful to have those "aha!" moments when we figured out things like how to kill the Black Gem Shards and how to control their positioning.
But there are instances where the boss would bug out and not do mechanics properly. In one of the pulls that wiped on July 8, someone died during the first laser beam mechanic, which led the boss to just stand around and not do much (e.g., the Pyromancer phase that was supposed to happen around 80% just didn't happen).
And in the pull that cleared with the later blind July 9 run, the boss did not do any execute mechanics (i.e., the cycling between the middle and sides being filled with lava didn't happen), though I'm not sure what triggered this, and I haven't had a chance to review the recording of that run.
Final boss:
A part of the problem is that the Unstable souls move relatively slowly, so bringing them to a crystal can be a pretty time-consuming process and the penalty for not killing them near a crystal is manageable, and I think it was easier to just ignore that bring-to-crystal bit and that having the group trying to bring them to the crystal actually made the fight harder and more complicated.
And since the Unstable soul is usually moving at around the same time the sets of 4 Anguished souls are out, people's attentions were drawn away from the Anguished souls (the big colorful AoE around the Unstable does make it rather attention-grabby, whereas the faded light purple of the Anguished makes them almost feel like an unimportant part of the background), even though it can be argued that the Anguished are a bigger threat. To compound this, when people die to the Anguished, they assumed that it was a mishandling of the Unstable that killed them.
If the Unstable soul was intended as a misdirection away from the Anguished souls, then it certainly worked for the people in the July 9 blind run, since they never fully figured out what was going on there.
Here are some of the hints that are in the game:So the first time we saw that mechanic, one person heard the "memorize her movements" line (I heard "power in that pattern") and relayed it to us, and my first thought was, "ok, is there something that's going to be moving around the room?" And then "lead your group to safety" in the subsequent death recap hint made me think that there's something moving around the room, tracing out a safe path that people need to take, and that we'll need to remember that path."Watch her closely. Memorize her movements!"
"There's power in that pattern. Pay attention!"
"Remember that pattern? Find it, quick!"
"Can you see the pattern?"
"Mental dexterity of this recollection is required to lead your group to safety."
So I was looking at the ground the whole time, rather than the shades high above, and I didn't see any movement around the room, certainly nothing like a path. But instead of thinking, "oh, maybe they meant something else", I assume, "oh, maybe only one person can see this path, and I just wasn't the chosen one".
It took me a very, very long time to finally realize (and only with the help of my group members who figured it out before me) that "pattern" and "movements" were referring to what she was doing with her staff.
That's because the first thing I think of when I hear "movement" is physical movement of the body, from point A to point B. And I thought that the staff movement was just the animation of her casting this mechanic (well, it is that too). I'm not sure why, but that connection between "movement" and "pattern" with "staff" was one that I just could not make. (And it didn't help that I was mostly looking down to see if I could see a path on the ground, rather than looking up.)
I think that the biggest change here to make this mechanic much more accessible is to just add the word "staff" to one of the hints. Now, I realize that the NPC lines probably can't be changed since the voice acting has already been done. But slipping the word "staff" into the death recap hint (e.g., "Prior to <<1>>, Vykand will recall an <<2>> with her staff. Mental dexterity of this recollection is required to lead your group to safety.") would help a lot. And I suspect this should also sufficiently answer the query from @MyNameIsElias earlier in this thread.
This seems like a strange change since during week 1, HoA was already hitting for 85% of a player's max health and it was already pretty effective at killing players who were not topped off. There's not much room to make it go even higher, and I'm not sure there will be much practical difference between, say, 90% or 95% instead of the 85% in PTS 1.Increased the damage dealt by Harbinger of Annihilation in Hard Mode.
I like the idea behind this change, since in PTS 1, "just spin your beams around" was a viable strategy to fudge through this mechanic, and there were times when the true Anguished died before it could even be identified.Increased the health of Anguished Refracted Souls in Hard Mode.
CoolBlast3 wrote: »Do you have any other general feedback?
This is a feedback less about the dungeon itself, but about one of its rewards. The "Slippery Soul Gem" memento. The memento has us break a soul gem, which is usually okay. However it specifies it's a black soul gem. This is an issue because black soul gems are indestructible:
Legend of Vastarie lorebook:
To Mannimarco, they were perfect. Small, capable of containing even the most willful of souls, and apparently indestructible. To Vastarie, they were deeply flawed, for enchantment was the only safe way to free a soul from their depths.
Removing the single line that says "black" in the description would immediately fix this (admittedly minor) lore issue! Hope you see this, and thank you
My one criticism right now is that the beam on 2nd boss doesn't feel like the visuals match the mechanic. I see the impact on the person targeted by it but when it's going through me it doesn't actually look like its hitting me even though it very much is. I think this also affects the clarity as to what you're supposed to do with the mechanic as it doesn't look like I'm helping mitigate anything even though the death recap implies that someone should stand in the beam.
My one criticism right now is that the beam on 2nd boss doesn't feel like the visuals match the mechanic. I see the impact on the person targeted by it but when it's going through me it doesn't actually look like its hitting me even though it very much is. I think this also affects the clarity as to what you're supposed to do with the mechanic as it doesn't look like I'm helping mitigate anything even though the death recap implies that someone should stand in the beam.
I didn't notice it until someone in the group pointed it out, but the beam does change from a thick beam to a thin beam when the tank is blocking it, and I've been using that as the visual check for "am I actually intercepting the beam?".
Just a quick reaction to today's patch notes; not sure when we'll have a chance to test it again.This seems like a strange change since during week 1, HoA was already hitting for 85% of a player's max health and it was already pretty effective at killing players who were not topped off. There's not much room to make it go even higher, and I'm not sure there will be much practical difference between, say, 90% or 95% instead of the 85% in PTS 1.Increased the damage dealt by Harbinger of Annihilation in Hard Mode.