https://www.youtube.com/watch?v=M1MX7zfbR8U&feature=youtu.be
In a streamed run, 12 raiders including myself went to the Public Test Server (v5.3.0), Harrowstorm DLC Week 1 to see exactly what the nerfs to vHoF entailed (2.5 million health nerf to each Hunter-Killer, 5 million health nerf to Pinnacle Factotum, Factotum Centurion adds' health went down to 1.4 million health, Conduits/Power Storms at ~140k health, Boss 4 adds went down to ~287k health), this video is a summary of what people felt/thought after the completed run (Hard Mode).
Full Run can be found here:
In my personal opinion, the vHoF nerfs are 70-80% fine especially when considering the goal of the nerfs is to make the Trial more accessible to a majority of the playerbase, but the devs may have missed the mark on a couple of the fights with what is actually making things difficult for groups (refer to add spawn locations on Boss 4, etc) which is not related to the bosses' health.
Also the whole thing about the devaluing of achievements or whatever, in my opinion, the logic is faulty with that argument though I understand perhaps the sentiment from the debate.
Feedback (Week 1 PTS, vHoF)
- Doesn't feel much different (Live vs PTS)
- Stun nerf not consistent (boss 1/2. people get stunned half the time and not stunned the other half of the time by Cascades + 2nd boss cone)
- Boss1 's health doesn't matter for prog groups, who tend to use tether strat already. Lower health just encourages more burn strats. Need to look at consistency of shield breaks and poison injection damage/stacks.
- Health change on boss 2 allows more higher end groups skip top phase completely, sparkles still stun, cone may or may not be desynced, a change to upstairs needs to happen to make the fight better for those the changes were aimed at.
- Fire much more forgiving but probably still can't be ignored (Boss 4)
- Add location spawns on Boss 4 is more important than health of the adds although health of the adds will still help. Suggestion to place add spawn points a minimal distance away (worst one is adds spawning ON the Reclaimer).
- Definitely keep Hard Mode seeker projectiles' damage the way it is. There should be a clear difference between HM and non-HM.
- Limit the Poison Injections from Spheres per player.
- Change the way Shalks aggro onto a specific player every time.
- Health not really the way in some cases to nerf a fight, refer to add spawn points on Boss 4.
- Make Pinnacle visuals for Palm Strikes more clear.
- Spinners' hitboxes/visual cues can be more clear.
- Conduit Health change was fine.
- Boss 2, upstairs sparkles too much damage? Add an AOE telegraph,
Feedback from a Xbox player who was in the run:
Boss 1) having no stuns would be huge on console since break free is 50/50. Less health on spheres helps since a lot of groups do the center strat.
Boss 2) maybe less health upstairs. Reduced boss health helps have less phases and less centurion health will help less heavies in mechanic. Upstairs is usually the big wiper when progging on Xbox.
Boss 3) Less health on adds is HUGE. Position would help but on xbox some groups cant even kill the farthest ones. Not dying immediately to enraged holes and fire helps newer groups too. More forgiving.
Big thanks to the following for raiding on PTS:
@code65536 @Zybelle @SeaUnicorn @Sybernova @Curs3d @A'Merri
@Sparr0w @Marteene @T3hasiangod @R.af
@RebornZombie