Raid Beta Patch Notes - Full Raid, Balance Changes and Invisible Bug Fix Timeline

We pushed a possible fix for the issue with the portal, let us know if that helped.

Silly don’t you know this is a feature not a bug

Lore boy proved so

We defused the Sun Bomb on Boss 3, not 100% sure how yet. Hope the footage helps.

Raiders: Gundrakk, PandionOsprey, Kefka, Pherosis

Boss 1:

Often when attempting the 1/2 party stack on the large crystal. One (or more) of the players experiences a desync and Orbus does not recognize their presence (preventing the crystal from lighting).

Overcompensating with extra players helps in that instance, however, it cause the crystal to break the rest of the time.

Is there anything you can do about this?

When we log in, we now see the tips and help image in player house even if they are turned off.

Made some changes for the raid that have been rolled out just now. I tweaked some mechanics, which will slightly affect normal raid, but most changes are for hard mode only. Damage may be pretty intense on these fights now, so please give feedback on them!

All bosses have significant increase to damage, and a slight increase to health on hard mode

Boss 1:

  • Did a client side change with patch yesterday to make crystal rain show more consistently. Still looking into reports of issues.

Boss 2:

  • Pools stay for the whole fight. (HARD MODE ONLY)
  • Soak mechanic added to the Chain Circle attack. Impact of the attack happens much quicker.
  • Chain circle attack damage increased (HARD MODE ONLY)
  • Pools that drop after a Chain Circle attack are delayed a bit to give time to get out of the way.

Boss 3:

  • Increased leech pulse damage. (HARD MODE ONLY)
  • Increased bomb damage. (HARD MODE ONLY)
  • The two elites that spawn during Consume are now level 40. (HARD MODE ONLY)

Boss 4:

  • A second energy bomb drops now. Watch out, additional debuffs and requirements need to be met to phase the boss. (HARD MODE ONLY)
  • Energy Pod does more damage. (HARD MODE ONLY)
  • Turrets can no longer block Energy Pods.
5 Likes

Now thats Hard mode. This sounds brutal, looking forward to trying it but also imagine its going to be super hard now.

Also I had it before patch that boss 2 Aoe jumps on me, I jump and the second pool also spawns under me - causing me to die from all the damage and chain ticks without the chance to have a 2nd jump. Is that intended?

2 Likes

I’m going to be trying this this weekend. What is the status of Boss 4 and Hell 3? Are there still orbs going to adds and so it is unable to open?

Can we clarify all of the “energy’s” also on Boss 4?
Energy Bomb = Red Circle that comes from sky?
Energy Pod = 2 orbs that come from the boss? Or is this the thing that tries to kill the portal?

Edit: Also while I’m at it…
Leech Pulse Damage = Win an orb explodes? Or is this a “sun” coming down?
Bomb Damage = I assume the poison stacks that are on the person who has the bomb?

5 Likes

For boss 2, when he does the leap, it should now drop the two pools on each chained target, so you’ll know where they will end up.

For boss 3, its the poison DOT that gets applied around the marked player. You should see a vfx when it pulses.

For boss 4, the bomb is the aoe from the sky. The energy pod is the orb you can shoot out of the air before it hits you. And a few days ago I removed the new healing move from the ads because it looked like that was causing the aggro issue between the boss and the ads. I don’t think we’ve gotten any reports of aggro issues since then, but let me know if you still see it!

3 Likes

Thank you! Was just double checking.

I can’t wait to hear from the people trying it out xD Carnage tested out the new mechanics and all I’ll say is bravo on making this a truly HARD mode

3 Likes

the bosses now so much fun

I like these changes but there are a few nitpicks.

Boss 1: It feels inconsistent with the crystals, we have 5 stack and its like a 50/50 on if it lights or not.

Boss 2: A boss truly worthy of oldgame, I love this boss!. The only things that should be changed/added are nerfing the chains (they two tick cloth) and add a jump indicator to the boss (its nice to not get jumpscared every time it jumps and is purely quality of life)

Boss 3: Suns might be overtuned considering 9 stacked with 1 turret decently tight cannot soak it even with shield orb bounce. Will have to test tighter stack + turrets. Boss 3 oldgame had a similar damage soak mechanic and we had to stack 9 players + 2 turrets + shield orb to survive. Level 40 adds may be an issue but we do not have enough data to say.

Boss 4: 2nd bomb has a similar overtuned issue. Still have to test stacking like boss 3. The poison the boss puts on tank during tank buster does 2 tick warrior. Its alright because of decurse but still a warning that it ticks warrior hard.

3 Likes

Boss 3: Are you sure you are executing the fight correctly if you keep getting the suns? Just a thought :wink:

Are you saying you’ve found a way to shoot the suns down and NOT get the AOE?

Unless its changed recently then boss 2 is timing based on jumps

If not rampaging, he’ll jump every 60 seconds.
If rampaging it’s every 30 seconds.

That was at least the case for normal mode pre HM coming out. (I wonder if it still is the same)

d

Excuse me, I took over a MILLION points of damage from a sun while grouped tightly . Is there a way we’re supposed to be able to shoot them down and NOT get instamurdered?

Is there a mechanic in place to ensure you get neither spawns nor adds? @aRkker you implied this?

If you get this insane damage grouped tightly with 10 people, then we should be 99% sure there is a mechanic to not get suns. (If it is not the stand in beam when your glowing thing, because your not always glowing).

Alternatively its just an insane dps check killing adds constantly fast enough xD

1 Like

I think in this one we were 9 grouped together. Didn’t group on tank on this run because… well, Rangers and scoundrels. There’s got to be a mechanic we’re missing to prevent suns from spawning.

@Jake_E can you confirm/deny this?