In shard dungeons. Maybe normal ones too but I forget if we had as much of a problem there.
Thanks for the fix! The icon for the debuff/damage over time isnāt showing correctly, itās just white
Hopefully its fixed for my Supercharged turret, that damage was also causing me to proc the debuff.
I think the sewers dungeon has way too many elite enemies. Itās way out of proportion with any other dungeon in Reborn or original Orbus. I think it will take too long to clear on high level shards with the way health is scaling on elites.
i just got lvl 30 +1 blue and a lvl 30 +1 epic from a normal airship dungeon at 30.
Are the symbols supposed to be accent dyed or not? Because my glovesā symbols are accent but all the others are major (everything is leather 2c except the helmet 2b)
Also i checked the blogpost and it says 1-6 gives Shard A armor but iāve got Shard B on 6+ shards, which one is correct?
Hmmm thatās interesting. Has that every happened before? Or is that the first normal 30 dungeon you ran?
You get 30+1 from normal dungeons in a small chest after you complete the dungeon, if that helps.
Oh okay, I must have missed that in the code, Iāll get that fixed, thanks.
I just sent output log from level 8 shard we were doing, couldnāt get back in combat with the boss after a wipe
Just got a Legendary Bow from a level 5 shard, they arenāt meant to be in the drops until Level 7+ shards according to the blog post about the end game content
If itās the Lich King, it also happened to us. Thereās still the bug where the boss will not reset properly.
Was on the 1st boss of Airship, I think itās something to do with going to graveyard to speed things up when its obviously a wipe
Edit: Just happened again when we died without going to graveyard, something else is causing it
It may be because its animation stops working after a while, itās the same thing that happens on Lich King
for the lich king the hitbox still exists where the lich king is, because when i swing through it i get a vibration, but it does no damage and he doesnt agro. when this happens he is also not centering back to the center of the room either
Our dungeon had a soft reset while in a t6 shard and we lost it
Some general feedback on all the dungeons, some of the things I mention have been brought up, but I thought Iād include it to have it all in a list.
Crypt
Overall I really like this dungeon, I like the boss mechanics and I like the trash distribution. Only thing I donāt like it the long run back on wipes, tho I guess this makes it even more important to avoid deaths in shards.
I think the shortcut door should open once youāve gotten 100% trash cleared in shards and the last pack killed in a normal dungeon not when the last boss has already been engaged. or at least make it so you only need to have been in combat with the last boss not actually taken a few melee hits because on non shard instances and probably lower level shards you donāt need a tank and it will never actually do any melee hits.
Sewer
This has come to be my least favorite dungeon after we started doing shards, solely because there are way to many elites to kill and you need to kill a certain percentage of them.
Not only do they have way more health than normal mobs, but they also seem to hit harder, only takes about 6-8 hits to break my big shield on a T6 or 2 hit cycles from the pack with 3 elites.
Also like I said last beta the rat king is too boring a fight for the tank, there is nothing to do but take hits, gain threat, repeat. there should be at least one mechanic in there for the tank to deal with.
Airship
I really like this dungeon, but some simple things need changes.
- the entrance area is too small and you spawn too close to the exit when reawakening, during our runs we had people accidentally exiting the dungeon.
- since the entrance area is so small if a pack spawn close to the entrance it can autopull when reawakening, really annoying and time consuming.
- the time from you killing one pack and the next one spawning should be reduced by a bit, felt like waiting around for a while, the time you got to kill packs felt decently challenging on higher shards.
- there needs to be some sort of manual activation of the dungeon or have it completely reset when putting a shard in.
- The percentage is broken, before anything has spawned it says NaN%, then you get 100% after youāve killed the first mob pack.
- Since we have to kill basically everything anyway, could we have a waves left counter instead of a percentage?
- Like people have already said the first boss stops doing melee attacks after the first pool drop.
Broken Hall
This is probably my favorite dungeon so far, even though the trash is buggy as hell and keep resetting.
Couple of other issues tho
- There is one area right after the first boss where you can pull trash through the wall, especially on alert shards.
- The adds on the second boss sometimes donāt agro and instead just sit there doing nothing.
- The sound of the second bosses AoE light explosion is too low and not very noticeable, would help to let people know when itās over if you turned it up by a bit.
Spoilers
- on the t10 airship we did we noticed that you now needed twice as many interrupts to actually interrupt abilities. This was also the case for the last boss. Will this also affect the Rage ability of the first boss in the broken halls? If so I the only thing I can think of that would be enough interrupts in time you have to do the interrupts would be either multiple mages chain casting pushback or one mage using the triplicity ability and chain casting triple pushback.
Edit: we think the double interrupt is caused by the break it affix, tho there is still the same issue of the rage ability.
Currently dungeons are pure combat, what we can avoid/run through, and how fast can we burn everything down. Have you ever thought of adding puzzles to dungeons? Maybe a door is blocked until you solve a puzzle and each shard level has a more complex puzzle. While you solve it enemies will keep spawning so you need to protect the solver. Even after the puzzles are known part of speed runs would include how fast you can solve the puzzle. A t10 could have a lot of parts to it or more steps. Could be a unique change that utilizes VR hands with levers, cogs like the Tradu mine door puzzle, placing blocks in a pattern etc.
In addition maybe it could reset after x amount of time to discourage graverunning passed everything. That one may be an unpopular opinion. I just like the idea of roadblocks so parties need to be more careful going into fights with more punishment if they mess up.
Ehm these cogs were highly bugged for me and others⦠you literally needed to step inside the door to pick em up and put em on from strange angles. If thereās puzzles in speedruns then I would leave them to others because of my non-existing roomscale and other restrictions, just my 2 cents. I donāt mind more puzzles in the actual game but in dungeons I expect to play my class, and only play my class⦠Things like the ballista-event already stress me out because moving that thing simply doesnāt work well with my vr-setupā¦