Beta 6 Dungeons Feedback

A tile-square pictogram boss?

  • Easy to draw 2D shape near the boss for reference, in blockout
  • Have to position the boss only in the locations shown, have to move him as tiles light up. If the boss gets on a wrong tile, enrages or does some effect (missiles from walls, random tile effects, add spawns)

Dungeons with escorts?

  • Have to protect the escort as it runs through some location?

on the gorgon fight, we went behind the pillars, which should count as blocking line of sight on the aoe, but we still get hit. i feel like since we cant actually see the boss when we do that, that it should count.

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There’s one that I liked in LOTRO that required the party to pull levers one by one. It was a guessing game each time, but the puzzle was in coordination. The pattern reset every time you did the dungeon, but the idea was to resolve the sequence. When you messed up, bad things happened (enemy spawns, debuffs, etc)

That reminds me of the puzzles in Maple Story. They generally involved everyone coordinating to stand on pressure plates in the correct sequence.

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On level 10 shards with reincarnation, there are a few bugs

  • When a mob dies and resurrects neither the 1st mob or the second will give % towards the kill count
  • The mob that resurrects will also have the symbol for non-scaled mobs where the one that died 1st will not have it
  • The mob that resurrects will also chain pull the next pack when it is hit (probably due to party size pulling thing?)
  • We had 2 out of 3 mobs Resurrect in every pack, can you check that? It was supposed to be 10% chance I believe, last night was ridiculous
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I’m not sure if this has been reported but you can still split pull mob packs in shard dungeons pulling one at a time.

T10 Broken Halls seemed to have a large amount of resurrections compared to the T10 Airship. I know it can be luck of the draw, but like rickness said, it was like 2 in 3 were popping right back up.

We have a couple of fixes we are rolling out later today, but Resurrection is currently set at 20%, the dungeon itself shouldn’t matter.

bonus loot for clean clears maybe (less than 3 wipes or something)?

deep wounds procs on the final crypt boss adds even though it doesnt on any other adds, is this a bug?

Yes that’s a bug, we’ll get that fixed. You mean the Lich King right?

EDIT: Actually, just double-checking, is this while the boss is engaged? Or are these like leftover adds somehow or something?

Yes its the lich king, its when the the boss is engaged.

also for when the lich king breaks and cant be re agroed i think we figured out what causes it. its when the group wipes(regardless of if its return to graveyard or just death) after it has gotten the ā€œenrageā€ and grows in size. The size does shrink back down, back after that point it wont re agro or take any damage. this doesnt happen if the group wipes before it grows

Okay the deep wounds bug should be fixed in the next patch.

I’ll look into that reset bug as well.

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as for the reset, we’ve had wipes on that boss after he grows and been able to reengage. we’ve also had the first boss in that dungeon break like that and also the first boss on the airship

Okay so I was hoping to get the next patch out the door today, but we ran out of time. So it will go out tomorrow morning with those shard fixes, my apologies on that. It will also have new shard boss tuning and mechanics on the other two dungeons (Sewer and Broken Halls).

This stratcaster in the group of that plus 4 warrior rats is very close to the door, just left of the sewer dungeon entrance. I tried to solo the group for a mission, died and ended up getting it stuck by the respawn. I imagine if a team wipes on it the caster could spawn camp, please move it further from spawn please.

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Dipping back into the whole dungeon-puzzle concept (just breezed through the comments, didn’t fully read all of them), what if optional puzzles existed in each dungeon that affect mechanics in the boss fights? If you don’t complete a puzzle, perhaps a boss gets another ability or the outskirts of the fight area shrink because flames erupt from the ground, making everyone forced into a tighter space?

I don’t think that puzzles should be required to complete a dungeon, but I would love to see them be implemented in a way that, if completed, changes the machanics of a boss fight in one way or another.

On Airship boss 1:

  • The pool splash radius from the poison in the sky is much wider than it visually shows…
  • The tank buster animation is buggy.
  • It is very hard to see where in the sky the poison is dropping from. some better visual indicator would be nice.

We tested this on a level 7 airship.

To add, the initial hit of the poison seem to have a splash damage that was 10 or so feet wider than the pool created. The actual poison pools were fine once they appeared.

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We just completed a level 10 crypt and my option for a guaranteed roll did not show up. I have not used it today and I did get the option on the level 9 we did before.

Hmmmm looking through the log I see it having given you the consolation chest about 30 minutes ago, but it was in the middle of a fight. It looks like it was about a minute after you all wiped.

I’m showing that you used your guaranteed roll at 6:50 PM today. Was that when you declined it?

EDIT: Oh I thought you had said you didn’t get the downgraded shard either, nevermind.