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Felms Jump Timer - Please Fix ASAP

TeIvanni
TeIvanni
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I read the patch notes this morning...
Still no fix for the felms jump timer?

Prior to Wrathstone:
Felms would jump 2-3 times, and after finishing his last jump would remain grounded for 20 seconds before he jumped again.

Post Wrathstone:
Felms is guaranteed to jump 3 times, and after finishing his last jump remains grounded for a mere 14 seconds.

Problems:
This bug to the jump timer is absolutely awful.
This hurts a huge majority of the player base: From Immortal Redeemer groups to vAS+1 progression groups.

Examples:
I have done several runs this past week.
One of which was a progression group working on just +Felms. The entire group would focus felms the entire time he was not jumping, and he would still enrage or nearly enrage.
Because of the frequency of his jumps, Felms is only stationary for ~6 seconds by the time he returns to the stack. Which is basically a death sentence to any new groups working on progressing clears of vAS+2.

Another run I did had some of the highest DPS on NA server.
We attempted to ignore felms, but due to a few deaths he was enraging right before the start of execute and ultimately we failed.
So the next pull we killed llothis, and turned to focus felms but because he was in the stack so rarely he would enrage and almost wipe us anyway.

Conclusion:
This Felms bug hurts all players.

The only people unaffected by this bug are any groups with enough DPS to completely ignore felms, such as Hodor or Mechanically Challenged.

Please fix this ASAP. Asylum Hardmode is my absolute favorite trial and I would like to be able to clear it with mid-tier raiders... rather than only being able to run it with a dozen or so other players who have enough dps to ignore felms.
-Telvanni
The Greatest of the Great Houses

Late Night ERP GM
Nightfighters - Officer/Raid Lead
[Immortal Redeemer]
[Gryphonheart]
[Tick-Tock Tormentor]

  • lassitershawn
    lassitershawn
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    Yea the 14s thing is definitely a bug and not intended right? I'm not the best OT in this trial but I'm competent at it and these changes were pretty cancerous on OT xD. Healers don't like it either. Not only is he jumping more times and more often but unless you're putting two jumps on your tank healer he is walking back to group from the back of the room (a longer walk).

    The number of groups that can skip felms even somewhat reliably can probably be counted on one hand across all servers. One group I play with on DPS managed a 6:20 fight time last week which is I think the 2nd highest NA score and skipping felms isn't yet feasible for us even at that speed. Ofc the trial is still entirely doable for competent groups without skipping (you might have to put a person or two on felms or focus him early) but progression groups are gonna really hurt.

    I'm ok with the trial being made harder but jf you're gonna make fights more cancerous can we at least get some real bug fixes for trials like the promised cone fix. Apparently the shade fix in vCR didn't work either? Getting f*ck3d by long ignored bugs is really the most annoying thing in this game.
    William Thorne - EP Breton Sorcerer
    Astrid Winterborn - EP Breton Warden
    Erik Ironskin - EP Nord Dragonknight
    Venasa Viri - EP Dunmer Nightblade

    IR x8, GH x5, TTT x2
  • Dubhliam
    Dubhliam
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    Yeah, my progression raid was in vAS the last couple of months.

    As soon as we noticed this increase in jump frequency, we immediately stopped going into vAS.
    It just isn't worth progressing vAS in the current state.
    >>>Detailed Justice System Concept thread<<<
  • Bherdani
    Bherdani
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    Thank you for speaking out for the prog groups; the vast majority of our fellow raiding community has been essentially locked out of progression. Hopefully zos fixes it very soon.
    Nightfighters - Legion of the Bloodworks
    www.elderscrubsonline.com
    NO PARKING IN THE RED
    Proud member of The Psijic Order - Team 0.016%
  • WrathOfInnos
    WrathOfInnos
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    Can we get a fix for the Llothis cone at the same time? It’s gotten significantly worse about hitting players outside the indicator since Wrathstone. You don’t even have to be out near the invisible end now, it simply kills anyone relatively close to the red area.
  • Halke
    Halke
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    Healer here. Did two runs in there. One was meant to be a clear no matter what and we had people on Felms from the moment he spawned, and he still nearly enraged. The other was the run spoken about by the OP where we should have had enough damage to sleep through the trial and still couldn't focus him down quick enough because he is just in the air too long.

    Not to mention a couple of other fun things I will now list:

    He doesn't jump to the "furthest" anymore. ((This change also effects vCR+x and I hate it there too)) Instead he will target the "furthest" within a specific range. This means the second jump he puts on me, the group healer, pretty much has to go where people are trying to kite. If I move too far back he will jump in the group. I assume this is how they "fixed" him only jumping twice.

    Once all three jumps are on the ground, and with the new jump timer, like a third or more of the playable area in the trial is no longer accessible. Add in the Llothis jump and the entire floor is red.

    The short timer means I am all but useless supporting my team. In practice, accounting for time to run to where I need to be for the first jump and run back in, I barely have 10 seconds in range of my DDs. How do I know this so exactly? Olo. I get to place my second circle and have to gtfo. That is huge when it comes to putting out synergies and keeping minis/spheres debuffed along with yourself and your team.

    Felms ((and I assume Llothis)) are now super solid. Why? What? Unit collision is bad enough, did you really have to make the thing that jumps /on/ a player be giant and solid? And directly in your face so you have to swap direction you are running as he hits the ground or you are hitting a wall. At the start it is annoying. At two stacks enrage it can mean death. If you keep him solid at least have him jump to the side or behind the player or just with enough of a gap in front of us where we can take a step forward.

    This raid was already bad enough as far as healers getting to heal go. These changes just made it that much worse. At this point it almost feels like you should just put a damage dealer behind the main tank and a second tank out where group healer goes.

    Oh yeah, and I died to the "fixed" Llothis cone AoE. 100% not fixed.
  • iCaliban
    iCaliban
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    The bug has been reported for 2 weeks. No fix or even recognition
  • lassitershawn
    lassitershawn
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    Can we get a fix for the Llothis cone at the same time? It’s gotten significantly worse about hitting players outside the indicator since Wrathstone. You don’t even have to be out near the invisible end now, it simply kills anyone relatively close to the red area.

    Yea I've been murdered a few times being out to the sides not even at the end this patch and that never happened before. Pretty ridiculous and really no way to see this coming.
    William Thorne - EP Breton Sorcerer
    Astrid Winterborn - EP Breton Warden
    Erik Ironskin - EP Nord Dragonknight
    Venasa Viri - EP Dunmer Nightblade

    IR x8, GH x5, TTT x2
  • MissBizz
    MissBizz
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    Lone Wolf HelpFor the solo players who know, sometimes you just need a hand.PC | NA | AD-DC-EP | Discord
  • TeIvanni
    TeIvanni
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    Still no mention of a fix in the 4.3.8 Patch notes. :(
    -Telvanni
    The Greatest of the Great Houses

    Late Night ERP GM
    Nightfighters - Officer/Raid Lead
    [Immortal Redeemer]
    [Gryphonheart]
    [Tick-Tock Tormentor]

  • Mrslizardface
    Mrslizardface
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    Can't believe they didn't fix it yesterday....
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