EU PC 2000+ CP professional mudballer and pie thrower"Sheggorath, you are the Skooma Cat, for what is crazier than a cat on skooma?" - Fadomai
First thoughts on Hard Mode.
The last two trials have seemed to be tuned in all facets for about 30 total players in the game to be able to have a fighting chance at the "trifecta". Mechanics and damage (taken and required) are beyond reach for many who do not play this game as a second job.
I understand the need to have some difficult content, but I'd also rather not have to wait 4 years for enough power-creep to even have a chance.
I have every other solo, 4-man, and 12-man trifecta in the game outside of Rockgrove on Live right now. Me, and others in my group, are among the 0.1% of players already in the game in terms of what we've accomplished (I'm fairly certain that less than 1k players on all servers of about 1m active players have all the trifectas through Kyne's), and first impression is that this will be impossible for us to even attempt.
If this is the direction that the trials are going to go... I don't know what to do, because there won't be any raiding for me to do. I already can't really re-run old content because of AwA, and the new trials are tuned so specifically and punishing to groups without god-tier DPS.
The mechanics are fun, it's the best mechanically sound trial since vMoL.
{DAMAGE_SHIELDED} [Lylanar]->[Player] : Replenishing Barrier (40239) : [20959] {BLOCKED_DAMAGE} [Lylanar]->[Player] : Broiling Hew (167278) : [0]The game is detecting both. The mechanic seems to be checking `blocked damage > 0` rather than checking `is the damage blocked at all`.
Doing GetAbilityDescription(abilityId,nil,"player")
* GetAbilityDescription(*integer* _abilityId_, *integer:nilable* _overrideRank_, *string* _casterUnitTag_) ** _Returns:_ *string* _description_@Troodon80 You're supplying the "player" tag for the caster parameter, when the caster should be the enemy who applied it.
Yes, my point exactly. Presumably the game is also doing that as the tooltip is based on the player's weapon damage. Please see the screenshot (you can't miss it, it's huge) from in-game.Doing GetAbilityDescription(abilityId,nil,"player")* GetAbilityDescription(*integer* _abilityId_, *integer:nilable* _overrideRank_, *string* _casterUnitTag_) ** _Returns:_ *string* _description_@Troodon80 You're supplying the "player" tag for the caster parameter, when the caster should be the enemy who applied it.
Yes, my point exactly. Presumably the game is also doing that as the tooltip is based on the player's weapon damage. Please see the screenshot (you can't miss it, it's huge) from in-game.
I'm aware. Just for reference, I posted more for curiosity than "Gamebreaking! Unplayable! Pls fix asap!" since I've never seen concrete numbers on enemy weapon damage values.Yes, my point exactly. Presumably the game is also doing that as the tooltip is based on the player's weapon damage. Please see the screenshot (you can't miss it, it's huge) from in-game.
Oh, ok, I see what you're saying now. Yea, that's kind of a long-standing issue because the UI has never kept track of the source of the effects that show up on your character sheet (and even then, many of them won't have a usable tag, e.g., the trauma from atros or the Overseers).
+I can't put into words without violating the decorum of the forums how much I--and many tank that I've spoken to--loathe the health-scaled DoT.
They really need to stop this.Yeah, I hate having to use it [Mist Form] in Rockgrove. And just for one boss. Their penchant for adding health scaling damage/DoTs (which also apply healing debuffs in the case of Rockgrove) are horrendous.