- Joined
- Oct 2, 2011
- Messages
- 551
Demon's fabulous -test thread!
Unaddressed Bugs:
Alrighty then. Here's a replay with Box and S0ul. for LoC kill: View attachment Gaias yeti test1.w3g
Stuff we came up with:
1. The ice storm type skill seems to be leaking, around 30min in the FPS lag became unbearable for me.
2. Battering ram should be higher damage with smaller AoE - this would give players a good reason to spread out and away to avoid batter but risk not avoiding the ice storm.
3. It was really difficult to see who had frostbite on them. We think it needs a more distinct animation. IMO it should be more like a frost nova type of thing, with AoE damage and animation.
4. Would you care to explain bloodthirst? I took an 800 damage battering ram hit (not crit) after bloodthirst. Considering battering ram is unavoidable.. did you just add this in to make sure we couldn't kill the boss yet?
1.2B(12) LoC kill replay with S0ulseeker, epraikc1, O_OSamuel and Wasker0325. :View attachment Gaias 1.2B(12) Yeti Kill.w3g
Nothing really to complain about here, just posting replay if you still need data. No bashing through walls and Battering Ram performed adequately. Five players, not a difficult fight but some dangerous moments. Just as it should be for the first world boss in new area. Nicely done Zwieb.
Tried Overseer but it was pretty much a trainwreck. Is it supposed to always teleport the lowest threat hero? Bard got crushed in there (bit underlevelled but even my bard needs a potion every time to survive). Monk with 67% SR got instagib by Fel Nova at 3/4 across the room with no crits. It seems like if you don't have Divine Shield on, you're totally screwed for this fight - unfair for s0uldudu I think.
I did notice some instances though when i just ran around during Fel Nova I took no damage, weird. Seems like a bug. This fight is hard to test since it seems its balanced for Mountain gear, we'll need to go with all lvl50 english players for a chance at killing this.
Stuff we came up with:
1. The ice storm type skill seems to be leaking, around 30min in the FPS lag became unbearable for me.
2. Battering ram should be higher damage with smaller AoE - this would give players a good reason to spread out and away to avoid batter but risk not avoiding the ice storm.
3. It was really difficult to see who had frostbite on them. We think it needs a more distinct animation. IMO it should be more like a frost nova type of thing, with AoE damage and animation.
4. Would you care to explain bloodthirst? I took an 800 damage battering ram hit (not crit) after bloodthirst. Considering battering ram is unavoidable.. did you just add this in to make sure we couldn't kill the boss yet?
1.2B(12) LoC kill replay with S0ulseeker, epraikc1, O_OSamuel and Wasker0325. :View attachment Gaias 1.2B(12) Yeti Kill.w3g
Nothing really to complain about here, just posting replay if you still need data. No bashing through walls and Battering Ram performed adequately. Five players, not a difficult fight but some dangerous moments. Just as it should be for the first world boss in new area. Nicely done Zwieb.
Tried Overseer but it was pretty much a trainwreck. Is it supposed to always teleport the lowest threat hero? Bard got crushed in there (bit underlevelled but even my bard needs a potion every time to survive). Monk with 67% SR got instagib by Fel Nova at 3/4 across the room with no crits. It seems like if you don't have Divine Shield on, you're totally screwed for this fight - unfair for s0uldudu I think.
I did notice some instances though when i just ran around during Fel Nova I took no damage, weird. Seems like a bug. This fight is hard to test since it seems its balanced for Mountain gear, we'll need to go with all lvl50 english players for a chance at killing this.
1.2B(12) Seer attempt replay with S0ulseeker, O_OSamuel, CNOOJEN : View attachment Gaias 1.2B(12) pathetic seer attempt.w3g
Alright zwieb. Still the best we could do is get to the golem phase. No idea how to beat this yet. Having to deal with the slimes bug wastes so much of our time. Also, is it really supposed to teleport the lowest threat hero? I think I asked before but you didnt answer. I can't really think of a good reason why you made it this way, the lowest threat hero is almost always going to be the one who's going to have the hardest time there, in that case the slimes are way too strong.
Bugs we'd like you to fix before next weekend's testing:
1.2B(14) 2 hour Seer attempt replay with S0ulseeker, EUArchangel, ihazdialup, Bleach_of_Pain, woeski: View attachment Gaias 1.2B(14) First Seer Kill.w3g
Much better deal with the slimes. I still think Seer needs more HP (~30k at least OR you could trigger a forced Mass Teleport when Seer would otherwise receive a deadly blow), but apart from that the balance looked really good. Perhaps you could stick some more HP on the golems or add a bit more damage Seer's spells. TBH it looks good to go for an official release.
Alright zwieb. Still the best we could do is get to the golem phase. No idea how to beat this yet. Having to deal with the slimes bug wastes so much of our time. Also, is it really supposed to teleport the lowest threat hero? I think I asked before but you didnt answer. I can't really think of a good reason why you made it this way, the lowest threat hero is almost always going to be the one who's going to have the hardest time there, in that case the slimes are way too strong.
Bugs we'd like you to fix before next weekend's testing:
- Slimes not being removed when hero dies there. Seriously. Needs to be fixed asap. This map is turning into Dragon Quest.
- Disintegrate visual prompt
- Fel Nova completely missing units that are close to Seer
- Fel Nova sometimes missing units that are moving (RIP S0ul x20)
1.2B(14) 2 hour Seer attempt replay with S0ulseeker, EUArchangel, ihazdialup, Bleach_of_Pain, woeski: View attachment Gaias 1.2B(14) First Seer Kill.w3g
Much better deal with the slimes. I still think Seer needs more HP (~30k at least OR you could trigger a forced Mass Teleport when Seer would otherwise receive a deadly blow), but apart from that the balance looked really good. Perhaps you could stick some more HP on the golems or add a bit more damage Seer's spells. TBH it looks good to go for an official release.
1.2B(13) Zharo kill replay with S0ulseeker, 1nsaneq1k, Simonizerx, Box_of_Faith: View attachment 152535
This fight is hella fun and seems mostly balanced as is for a world boss. Didn't notice any bugs either.
This fight is hella fun and seems mostly balanced as is for a world boss. Didn't notice any bugs either.
- Souls DO have an impact on endgame. All the test bosses need more HP (~40k) to compensate. This will be our endgame for the foreseeable future so they should be a challenge, especially considering how much easier it will be when we get gear from them (and better soul combos (and sick mounts)).
- Bloodthirst should activate at 3-4min.
- The LoC fight is good (in terms of damage values) but now it feels way too static. It's pretty much just the whole team grouped up at one corner of the cave, with the tank sticking to the wall. There's hardly any movement necessary. I propose adding a small AoE around him in addition to the current area affected by battering ram. Feels a bit silly that melees can freely attack from behind/side during the skill.
Unaddressed Bugs:
- Zharo can't cast spells
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