Managed to clear hard mode Waystation Crypt again, with some difficulty due to above mentioned issues.
Had a couple quick questions:
- Has a decision been made on the pre-jumping out of the boss 3 leap? We spent a considerable amount of time to defeat it without using that mechanic which we consider an exploit, but if it’s ratified as a long term valid mechanic, it will save us a lot of time in the long run.
- Also, Zero capes dropped again, which was honestly kinda disappointing.
Doing some quick napkin probability math, based on several potential values of rarity on cape drops:
If it’s low single digits, it makes sense, but none of the other capes in the game seem to be that rare so it seems like something may be off. Is there any way this could be double checked?
We also had another teleport-into-hell bug that seemed different from the others. From one of my guildmates:
“I got teleported into hell, no enemy to kill, immediately take tank buster hit from nothing at all
Then a poison pool starts killing me after I heal, so I dodge that
and then I’m sitting around in hell waiting for an enemy to spawn and then I immediately get one shot again”.
Also! We may have discovered some additional info regarding the weird long-fights-cause-increasing-lag issue. We noticed on the 4th boss that the lag got progressively worse as usual, but when the boss we were focused on died, and the other was still up, the lag dropped about 90%. Our guess is that there is some lingering invisible VFX element that is piling up on the mob model over the course of the fight until it dies and the corpse disappears. Not sure if that helps, but it was something we noticed as we looked for clues.
Anyway, still loving the hard mode raids, they really push us to our limits and require exceptional gameplay from all attendees.