Did you play on Normal or Veteran Difficulty?
Veteran
Which classes and roles were included in your group?
DK Tank
Templar Healer
Mag Sorc DD
Mag NB DD
Did you complete all Arenas of Blackrose Prison?
Yes
Have you played Dragonstar and/or Malestrom Arena previously?
Yes
If so, how does Blackrose Prison compare to those Arenas?
It felt like It was just recycled old assets from other Dungeons. So many mechanics in there are just recycled from other dungeons. I member when MSA and DSA came out so much new and exciting mechanics to learn. Now its like, oh I know this one, its from X dungeon, and this is from Y dungeon.
When we look at progression, its literally a joke. NOT THE ARENAS FAULT. That mostly is the case because Champion Points *** this game so unbeliviable hard, if you are max CP it makes everything way too easy. Learn mechanics? Why? Just burn through it problem solved.
Which Arena did you like the most and least, and why?
Liked: None
Least: Last arena, holy moly those constant CCs from the totems jesus.
Were the mechanics within each Arena easy to discern?
There were mechanics in this arena?
Sigils:
Did you use the Sigils? If so, which Arenas did you use them in?
The sigils make a great addition, we mostly used the one that resses people.
Were they useful in overcoming challenges within the Arena?
Yes
Which Sigil did you feel was the most and least useful?
The Speed one did not really feel useful at all. And the best one was the res sigil, as it kind of gives you a failsave button
Do you have any other general feedback?
Champion Points make this game way too easy for end game players. Back in the day, in DSA, MSA or whatever, you actually had to learn mechanics, now you just burn through them. DSA for example, you had to play even execute mechanics several times to finish the arena, now boss reaches 25%, you drop ultis and good bye boss no need to learn mechancs. And the only reason this is, is because Champion Points make characters way too OP.
Can anyone please post what the God of the Gauntlet achievement requires? It's the one that unlocks the Marshmist Palescale skin. Console pleb here so don't have the means to see for myself on PTS.
Did you play on Normal or Veteran Difficulty?
Veteran
Which classes and roles were included in your group?
DK Tank
Templar Healer
Mag Sorc DD
Mag NB DD
Did you complete all Arenas of Blackrose Prison?
Yes
Have you played Dragonstar and/or Malestrom Arena previously?
Yes
If so, how does Blackrose Prison compare to those Arenas?
It felt like It was just recycled old assets from other Dungeons. So many mechanics in there are just recycled from other dungeons. I member when MSA and DSA came out so much new and exciting mechanics to learn. Now its like, oh I know this one, its from X dungeon, and this is from Y dungeon.
When we look at progression, its literally a joke. NOT THE ARENAS FAULT. That mostly is the case because Champion Points *** this game so unbeliviable hard, if you are max CP it makes everything way too easy. Learn mechanics? Why? Just burn through it problem solved.
Which Arena did you like the most and least, and why?
Liked: None
Least: Last arena, holy moly those constant CCs from the totems jesus.
Were the mechanics within each Arena easy to discern?
There were mechanics in this arena?
Sigils:
Did you use the Sigils? If so, which Arenas did you use them in?
The sigils make a great addition, we mostly used the one that resses people.
Were they useful in overcoming challenges within the Arena?
Yes
Which Sigil did you feel was the most and least useful?
The Speed one did not really feel useful at all. And the best one was the res sigil, as it kind of gives you a failsave button
Do you have any other general feedback?
Champion Points make this game way too easy for end game players. Back in the day, in DSA, MSA or whatever, you actually had to learn mechanics, now you just burn through them. DSA for example, you had to play even execute mechanics several times to finish the arena, now boss reaches 25%, you drop ultis and good bye boss no need to learn mechancs. And the only reason this is, is because Champion Points make characters way too OP.
Did you reverse the numbers in this patch note? Because Rake was doing damage much, much more frequently than once every 4s in 4.2.0.The Hackwing’s Rake ability can now deal damage once every 0.5 seconds, previously 4 seconds.
Did you reverse the numbers in this patch note? Because Rake was doing damage much, much more frequently than once every 4s in 4.2.0.The Hackwing’s Rake ability can now deal damage once every 0.5 seconds, previously 4 seconds.
After two wipes to the second stage boss, he didn’t despawn and remained at the health percentage we had him at when we died. Also, while rezzing, literally a dozen trolls spawned. Starting the fight again, no other critters spawned during combat. When we wiped to trolls, all of them despawned, the boss’ health percentage remained at what we got it to that time, and then a dozen more trolls spawned in when we were rezzing. The next pull we finished the boss off, again without any further critters spawning, and the trolls despawned after the boss died.
After two wipes to the second stage boss, he didn’t despawn and remained at the health percentage we had him at when we died. Also, while rezzing, literally a dozen trolls spawned. Starting the fight again, no other critters spawned during combat. When we wiped to trolls, all of them despawned, the boss’ health percentage remained at what we got it to that time, and then a dozen more trolls spawned in when we were rezzing. The next pull we finished the boss off, again without any further critters spawning, and the trolls despawned after the boss died.
Is this from the current PTS? This issue should have been resolved with the latest PTS patch.
Did you play on Normal or Veteran Difficulty?
Veteran
Which classes and roles were included in your group?
DK Tank
Templar Healer
Mag Sorc DD
Mag NB DD
Did you complete all Arenas of Blackrose Prison?
Yes
Have you played Dragonstar and/or Malestrom Arena previously?
Yes
If so, how does Blackrose Prison compare to those Arenas?
It felt like It was just recycled old assets from other Dungeons. So many mechanics in there are just recycled from other dungeons. I member when MSA and DSA came out so much new and exciting mechanics to learn. Now its like, oh I know this one, its from X dungeon, and this is from Y dungeon.
When we look at progression, its literally a joke. NOT THE ARENAS FAULT. That mostly is the case because Champion Points *** this game so unbeliviable hard, if you are max CP it makes everything way too easy. Learn mechanics? Why? Just burn through it problem solved.
Which Arena did you like the most and least, and why?
Liked: None
Least: Last arena, holy moly those constant CCs from the totems jesus.
Were the mechanics within each Arena easy to discern?
There were mechanics in this arena?
Sigils:
Did you use the Sigils? If so, which Arenas did you use them in?
The sigils make a great addition, we mostly used the one that resses people.
Were they useful in overcoming challenges within the Arena?
Yes
Which Sigil did you feel was the most and least useful?
The Speed one did not really feel useful at all. And the best one was the res sigil, as it kind of gives you a failsave button
Do you have any other general feedback?
Champion Points make this game way too easy for end game players. Back in the day, in DSA, MSA or whatever, you actually had to learn mechanics, now you just burn through them. DSA for example, you had to play even execute mechanics several times to finish the arena, now boss reaches 25%, you drop ultis and good bye boss no need to learn mechancs. And the only reason this is, is because Champion Points make characters way too OP.
We strongly disliked this change, because it meant that these enemies could not be pulled. Many of them are also ranged enemies, and many of them will spawn simultaneously on opposite sides of the room. Grouping them together is time-consuming and awkward.The following monsters are now immune to crowd control effects
These changes have brought stage 2's difficulty down to a level more appropriate for stage 2. It's still a noticeable difficulty spike over stage 1 and I personally feel that it's still more difficult than stage 3, but at least the contrast is no longer as stark. The netches' area of denial and the boss's incessant teleports (which are very annoying, BTW) makes dealing with things like stacking for the bug bomb and sidestepping the Wamasu's Impending Storm treacherous and I feel this positional difficulty is what makes stage 2 harder than stage 3.Reduced the damage from the Hackwing Rake ability.
The hackwings summoned by Tames-the-Beast will now have proper visual effects when spawning.
The Betty Netch's Electric Discharge can now be dodged.
The Haj Mota Shockwave ability can now be dodged and blocked.
This seemed to have adequately addressed the problem of the portals getting in the way of the rotating-fire-fan mechanic.The Portals in the Vampire’s Pen and the Mess Hall of Misery will now avoid travelling close to the center of the arena.
Overall, these changes made the spirit mechanic noticeably more difficult and less forgiving (though it feels as though the time it takes for him to absorb the spirits was unchanged from last week, but maybe that's just a matter of perception), and I think that this is a good change. As I said last week, I like that this fight is a mechanics-based fight, and I like that the main mechanic of this fight is now more exacting. In a way, it reminds me a little bit of Voriak from vMA in that it's punishing at first, but becomes easier with practice.Draakeh now targets more spirits to absorb in Veteran difficulty.
Increased the time it takes Draakeh to absorb spirits.
You’ll now have less time to cleanse via a ritual circle after absorbing three spirits.
I strongly disagree with this change. This change doesn't make the boss fight harder--the added difficulty this patch comes from the changes in the ghost mechanic. All that this extra health does is drag it out and make it a longer slog. That's neither fun nor challenging; it's just tedious. This is particularly bad here because the mechanics are so repetitive. The entire fight is literally the same from start to finish with the exception of the added shades after 60%. At least Voriak in vMA had distinct phases that felt different. For the Draakeh fight, it's the same pattern repeated over and over and over and it already felt borderline repetitive and tedious last patch. Now with 33% extra health, it just feels 33% more tedious. This is not how you make content more challenging or engaging.Increased the health for Draakeh in Veteran difficulty.
Why make it immune? Why can we not pull them? And then they teleport away again or punish us with some sort of crazy AoE DoT damage or something?The following monsters are now immune to crowd control effects