Hey All,
So first of all I have to congratulate my guild Well-Fitted on the (World First?) clear of Veteran SO after 2hours progression. That statement in itself should worry most of you before I get into the bugs as this updated SO should have been tougher than having a basic knowledge of old SO mechanics combined with a mix of old and new undertuned and overtuned mechanics. Any new parts of SO bugs I will hide in spoilers and leave it up to you, the reader, to choose to read. I will only be briefly covering bugs just so the devs can be notified and if any further information is requested we as a guild can do our best to explore any why's / how's. First of all a brief list of everything they have been unable to fix both old and new in chronological order in which I'll call:
Old Bugs, New SO
When entering the dungeon door that begins the timer, players are often completely rendered useless when they are hit with a loading screen for which they make take up to 10minutes to load out from, or in some instances never load out from and crash their games. This happens to around 1/3 of our raiding group and did used to occur to me when playing on a laptop. Not being technically savvy I can only off the explanation that players with slower computers cannot render the full area of SO when entering the timed part of the instance, something which could be done in the trials lobby by default. This bug has never existed with any other trial to date.
The Mantikora's Black Hole can still be avoided by outrunning it.
The Mantikora's Serpent's Image (In the hole) which for now with DPS I believe we may have to kill again has far too lower health can be solo'ed by 2 people as opposed to the four that it was initially designed to require.
The Mantikora's Spears continue to have an ongoing bug where their telegraph will be shown but they will never land, making what is supposed to be one of the hardest mechanics in the fight extremely unreliable.
The Mantikora, although being a first boss still has little health when compared with MoL's First Boss, a small buff to make their health to make them comparable given their mechanics are of somewhat similar difficulty to me at least seems somewhat reasonable.
The Mantikora's Stomp damage seems incorrectly tuned. We've had players not block it and barely take any damage.
The Troll add's poison can still insta kill a player, having personally received 1 shots with 1 debuff of poison on my character of 50k+ without any form of internet or framerate issues (I can also provide footage).
The Troll adds poison telegraph disappears off the player far too early, and we're talking ridiculously here. A player may receive poison, think they no longer have the telegraph or the visual effect and still be 'contaminated' for a further 5 seconds only visible by your health bar. This means that you have players who look completely fine after 3 seconds of not having anything on their screen running straight into others and poisoning the entire group. Funny, not funny.
The Troll Bosses cleave mechanic *with the ground particles* used to initially one shot players, our group members were barely taking 50% damage to their health pools with 20k health, no minor maim or nova being applied.
Once entering through any of the intractable or lever operated doors found throughout the dungeon their textures can turn into a opaque black wall which persists constantly for all players. These graphical errors affect the entire group but only effect aesthetics and visibility, the latter of which does become a big problem (particularly with the many holes within the dungeon).
Ozara
Ozara, first of all, a great step up in difficulty and the only hard boss in the trial now beyond HM. However, persisting bugs with the synergies on this boss should have never made it to live. Players can interact as much as up to 4 times with the bosses lightning spear synergy and still not be able to 'pick up' players. Even when the player does not try and move early (animation cancel) and let the full synergy play out this bug persists. This completely breaks the fight and anything new you have attempted to achieve with it. A boss that was once nicknamed as the 'walking treasure chest' has now become the 'RnG run ender' due to the potency and problematic nature of this bug.
The Overcharger that now spawns on a regular cycle for this boss, as with all the other mobs can decide to walk backwards through their spawning door and into the wall, say goodbye to any attempt you have just made because you will now just be spammed with lightning to your inevitable death.
The feeding pit is still the most useless inclusion in a dungeon. The mobs grant no points towards your final total so the area is rendered completely useless to try and use content which is supposed to offer replay-ability.
The Serpent
The Serpent Veteran Non-HM changes are few and far between and were cleared by us in 1 attempt in which we pulled hastily before we took a break just to see what new mechanics there were and realistically had no real strategy. The Lamia's have higher health and so do the totems... the end. We touched on HM tonight as I will talk about in a minute but beyond this we couldn't see much change in the HM version either. As stands the 3rd boss is greatly more difficult than the last across all difficulties. Also Rakkhat 80Mil HM, Serpent, Sub 50Mil on normal and on HM less than Rakkhat on normal by nearly 7mil, what?! I thought the concept was to scale this trial from cp 140 to cp160? Forgive me if I am wrong!
THE BIGGEST BUG IN THE ENTIRE DUNGEON
Upon attempting the last boss the doors at the back of the room will close as they did previously... this time though they will be permanently closed. If your fellow player DC's because of his internet or server sturdiness, or someone has to go and you need a replacement the run is over. The door cannot be reopened, walked through, nothing. The door is simply permanently sealed. Needn't I say more about the importance of fixing this.
This being said, I just wished to touch upon a few other very simple things that personally could have been implemented but no thought seemed to have been given. And just before I continue, we did play the trial twice on PTS at the end of two raid evenings only barely going past Manti and report what issues we could see on PTS as well as offering suggestions. So just a few simple suggestions from myself beyond fixing some of evident game breaking bugs occurring in the updated SO:
Make a deathless achievement and any others you think worthwhile, you did it with MoL and that has been an amazing adventure to this date and into the future and gives people something to play repeatedly for.
Last boss is now one of the most disappointing things in the game, anything you can do with this would improve the fight. When you compare Rakkhat to The Serpent, well you can't, they are not even comparable as the closest thing to the number of mechanics and the ease of them on The Serpent can only be compared to S'kinrai and Vashai in MoL. For a final boss and a true staple of an end game baddy that was dominating over the entire craglorn quest chain he is lackluster at best.
You were able to give us a toggle-able HM in Maw of Lorkhaj which was an amazing idea that many gave feedback to you... is it that hard to implement?
Thank you for listening and reading, and as always, here to offer any further testing and help you require to fix these, as long as you actually do fix them.
@Wjleppard - EU - Sharmony
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Guild Affiliations:
Hodor, Travelling Merchant,
Aetherius Trade, Golden Goose.
Previous Affiliations: GM of Well-Fitted, Almost Heroes, Kill All, Don't Die, Exile, Sigma Draconis, Legio Mortum