Few things I'm noticing that are NOT okay, and hopefully this hotfix will fix them.
The first thing is that damage shields aren't behaving as they're supposed to. I'll explain. My Empowered Ward absorbs for myself and pets 22,331 damage for 10secs. While Harness Magicka absorbs 21,085 damage for myself only for 6 seconds. Or rather they both are supposed to. So while stacking them, that's 43,416 damage total to be absorbed within 6 seconds. And then the remainder of Empowered Ward to absorb the rest. Well... That's not exactly happening anymore. My shields are getting chewed through by mobs like cake, and with what appears to be the greatest of ease. In Maelstrom I tested this by throwing up 2 shields and watched literally only 3 to 4 hits from a mob start damaging my actual health. When according to the numbers I was seeing mathematically shouldn't be happening. Like an archer would hit me only 3x or 4x with "Quick Shots", and on the 4th or 5th hit have damaged my actual health. My shields having been obliterated.
The second thing I noticed is that timers seem incredibly off in Maelstrom. The Troll Breakers on Stage 5 are spawning every 12-15secs. I've counted. That shouldn't be happening. Not in the slightest. It should at least be 20-30secs. Not 12-15. The same goes for the Web Spinners on Stage 6 and Venom Callers on Stage 7. Their spawn rates are ridiculously fast and out of the ordinary.
The third thing I've noticed is that more and more NPC enemies are having invisible attacks, or changing their attack animations midway. As in their animations aren't being shown, and I'm just taking damage from what appears to be nothing. Or they'll appear to be charging or preparing to do 1 attack, but change midway to another attack. Greatest example of this is on Stage 4 of Maelstrom Arena with the Dwarven Sphere enemies. They'll prepare to be doin their wave of lightning, but then fire off a dart or ground slam instead. Sometimes just do another light attack, even though they were just charging a heavy attack. A lot of Uppercuts/Wrecking Blows are also coming out at lightning speeds, and having their charging animations being untrue to when their attacks are really firing off. For example on Stage 6 of Maelstrom the Spiderkith Captain prepared to do an Uppercut, I blocked immediately, and sure enough it blocked his attack almost as soon as I through up a block. As in instantaneous. This is causing people to die unfairly, and be thrown off by false animations or animations literally be cancelled. Another example is Stage 5's 1st mini boss doing Rapid Strikes with no attack animation at all. Just standing there or walking towards you. How do you defend against what you can't see?
And last but not as important is the Troll Breaker on Stage 5 of Maelstrom changing his platform that he chooses to break. Meaning he'll run towards a platform to smash it, pause upon standing upon the platform for a brief moment, and run to another platform to break. Causing some potential issues for characters doing Maelstrom in close quarters.
Please tell me this is getting fixed guys, because this crap was not happening a few days ago. At least not from what I noticed.
Few things I'm noticing that are NOT okay, and hopefully this hotfix will fix them.
The first thing is that damage shields aren't behaving as they're supposed to. I'll explain. My Empowered Ward absorbs for myself and pets 22,331 damage for 10secs. While Harness Magicka absorbs 21,085 damage for myself only for 6 seconds. Or rather they both are supposed to. So while stacking them, that's 43,416 damage total to be absorbed within 6 seconds. And then the remainder of Empowered Ward to absorb the rest. Well... That's not exactly happening anymore. My shields are getting chewed through by mobs like cake, and with what appears to be the greatest of ease. In Maelstrom I tested this by throwing up 2 shields and watched literally only 3 to 4 hits from a mob start damaging my actual health. When according to the numbers I was seeing mathematically shouldn't be happening. Like an archer would hit me only 3x or 4x with "Quick Shots", and on the 4th or 5th hit have damaged my actual health. My shields having been obliterated.
The second thing I noticed is that timers seem incredibly off in Maelstrom. The Troll Breakers on Stage 5 are spawning every 12-15secs. I've counted. That shouldn't be happening. Not in the slightest. It should at least be 20-30secs. Not 12-15. The same goes for the Web Spinners on Stage 6 and Venom Callers on Stage 7. Their spawn rates are ridiculously fast and out of the ordinary.
The third thing I've noticed is that more and more NPC enemies are having invisible attacks, or changing their attack animations midway. As in their animations aren't being shown, and I'm just taking damage from what appears to be nothing. Or they'll appear to be charging or preparing to do 1 attack, but change midway to another attack. Greatest example of this is on Stage 4 of Maelstrom Arena with the Dwarven Sphere enemies. They'll prepare to be doin their wave of lightning, but then fire off a dart or ground slam instead. Sometimes just do another light attack, even though they were just charging a heavy attack. A lot of Uppercuts/Wrecking Blows are also coming out at lightning speeds, and having their charging animations being untrue to when their attacks are really firing off. For example on Stage 6 of Maelstrom the Spiderkith Captain prepared to do an Uppercut, I blocked immediately, and sure enough it blocked his attack almost as soon as I through up a block. As in instantaneous. This is causing people to die unfairly, and be thrown off by false animations or animations literally be cancelled. Another example is Stage 5's 1st mini boss doing Rapid Strikes with no attack animation at all. Just standing there or walking towards you. How do you defend against what you can't see?
And last but not as important is the Troll Breaker on Stage 5 of Maelstrom changing his platform that he chooses to break. Meaning he'll run towards a platform to smash it, pause upon standing upon the platform for a brief moment, and run to another platform to break. Causing some potential issues for characters doing Maelstrom in close quarters.
Please tell me this is getting fixed guys, because this crap was not happening a few days ago. At least not from what I noticed.
i noticed this as well with healing ward+my sorc shield, glad i'm not alone
The trolls on level 5 has always behaved like that. Sometimes they pause and change direction if you are on the platform they were initially going to.
Not always, but I've seen it happen since release of VMA.
And why would you ever need to use 2 shields?
Peekachu99 wrote: »Perhaps shields are now affected by resistance values and just offer another "layer of health"? So if your base resistances are crap, your shield will be too? It should have been that way from the start as there was always intended to be a trade off for regen/ defence/ attack power.
I know you can't crit a shield, but the above would make sense.
Peekachu99 wrote: »Perhaps shields are now affected by resistance values and just offer another "layer of health"? So if your base resistances are crap, your shield will be too? It should have been that way from the start as there was always intended to be a trade off for regen/ defence/ attack power.
I know you can't crit a shield, but the above would make sense.
Peekachu99 wrote: »Perhaps shields are now affected by resistance values and just offer another "layer of health"? So if your base resistances are crap, your shield will be too? It should have been that way from the start as there was always intended to be a trade off for regen/ defence/ attack power.
I know you can't crit a shield, but the above would make sense.
If his resistances were crap then his health would have been obliterated along with his shields, but he's saying the mobs do multitudes more damage to his shields than his actual health bar.
Peekachu99 wrote: »Perhaps shields are now affected by resistance values and just offer another "layer of health"? So if your base resistances are crap, your shield will be too? It should have been that way from the start as there was always intended to be a trade off for regen/ defence/ attack power.
I know you can't crit a shield, but the above would make sense.
unless they changed it, the "resistance of your shield" is purely based on your CP. If you don't have any CP put into it, Your shields are always being hit for full damage. They've never inherited your racial resists, or armor resists.
This is probably just someone making a mistake with shield resistances. Did you know pets didn't have resistances for like 2 years? oh boy I can't even stress how messed up they are. but again the wonkey behavior could be being caused by the pets too. (alot of bugs have been tied to pets like not cloaking when you enter stealth, bosses automatically seeing you, pets pursuing and hitting hidden characters, etc....this might be a new "feature" of having pets on ur bar. Critters now animation cancel and randomize their attacks lol)
Noticed all kindsa craziness last night in a Wrothgar delve. Talk about animation cancelling. Stuff was just... dropping dead with no animations at all xD
The second thing I noticed is that timers seem incredibly off in Maelstrom. The Troll Breakers on Stage 5 are spawning every 12-15secs. I've counted. That shouldn't be happening. Not in the slightest. It should at least be 20-30secs. Not 12-15. The same goes for the Web Spinners on Stage 6 and Venom Callers on Stage 7. Their spawn rates are ridiculously fast and out of the ordinary.
The second thing I noticed is that timers seem incredibly off in Maelstrom. The Troll Breakers on Stage 5 are spawning every 12-15secs. I've counted. That shouldn't be happening. Not in the slightest. It should at least be 20-30secs. Not 12-15. The same goes for the Web Spinners on Stage 6 and Venom Callers on Stage 7. Their spawn rates are ridiculously fast and out of the ordinary.
Yes I am not crazy. Well tbd on that but I knew something was off just thought it was me.
Thank god it's not just me... The shield issue I can't speak for - I mostly run vMA on my stamblade - but the animation changing I have definitely noticed. As you note in the OP - I've seen it mostly from the spheres in round 4 and the archers in 7. There also seems to be a particularly annoying issue with the bosses in stages 6/7/9 hanging at 0% health - though I guess this could be something to do with their increasing resistances.
I noticed that too (a lot) last night. And it's not lag (well, according to the lag-o-meter anyways).having their charging animations being untrue to when their attacks are really firing off
Few things I'm noticing that are NOT okay, and hopefully this hotfix will fix them.
The first thing is that damage shields aren't behaving as they're supposed to. I'll explain. My Empowered Ward absorbs for myself and pets 22,331 damage for 10secs. While Harness Magicka absorbs 21,085 damage for myself only for 6 seconds. Or rather they both are supposed to. So while stacking them, that's 43,416 damage total to be absorbed within 6 seconds. And then the remainder of Empowered Ward to absorb the rest. Well... That's not exactly happening anymore. My shields are getting chewed through by mobs like cake, and with what appears to be the greatest of ease. In Maelstrom I tested this by throwing up 2 shields and watched literally only 3 to 4 hits from a mob start damaging my actual health. When according to the numbers I was seeing mathematically shouldn't be happening. Like an archer would hit me only 3x or 4x with "Quick Shots", and on the 4th or 5th hit have damaged my actual health. My shields having been obliterated.
The second thing I noticed is that timers seem incredibly off in Maelstrom. The Troll Breakers on Stage 5 are spawning every 12-15secs. I've counted. That shouldn't be happening. Not in the slightest. It should at least be 20-30secs. Not 12-15. The same goes for the Web Spinners on Stage 6 and Venom Callers on Stage 7. Their spawn rates are ridiculously fast and out of the ordinary.
The third thing I've noticed is that more and more NPC enemies are having invisible attacks, or changing their attack animations midway. As in their animations aren't being shown, and I'm just taking damage from what appears to be nothing. Or they'll appear to be charging or preparing to do 1 attack, but change midway to another attack. Greatest example of this is on Stage 4 of Maelstrom Arena with the Dwarven Sphere enemies. They'll prepare to be doin their wave of lightning, but then fire off a dart or ground slam instead. Sometimes just do another light attack, even though they were just charging a heavy attack. A lot of Uppercuts/Wrecking Blows are also coming out at lightning speeds, and having their charging animations being untrue to when their attacks are really firing off. For example on Stage 6 of Maelstrom the Spiderkith Captain prepared to do an Uppercut, I blocked immediately, and sure enough it blocked his attack almost as soon as I through up a block. As in instantaneous. This is causing people to die unfairly, and be thrown off by false animations or animations literally be cancelled. Another example is Stage 5's 1st mini boss doing Rapid Strikes with no attack animation at all. Just standing there or walking towards you. How do you defend against what you can't see?
And last but not as important is the Troll Breaker on Stage 5 of Maelstrom changing his platform that he chooses to break. Meaning he'll run towards a platform to smash it, pause upon standing upon the platform for a brief moment, and run to another platform to break. Causing some potential issues for characters doing Maelstrom in close quarters.
Please tell me this is getting fixed guys, because this crap was not happening a few days ago. At least not from what I noticed.
"If you are quitting, can I have your stuff??"
I noticed lots of "phantom damage" in msa.
Sometimes also my heals/hots stop "ticking"
Guess its part of the challenge.