In high level shards elite enemies are just randomly turning to dps/healers and 1 or 2 shotting them. What strategy do the devs expect us to employ to counter this? We just have to wait for players to run back from the graveyard. Which slows us down but we can still do all the dungeons on time, so it is effectively just a huge annoyance. This seems to be a common theme with several of the new affixes. Massive unavoidable damage that just kills players. I’d really like to see more affixes that challenge us to up our game play to counter them.
it’s a stupid affix and shouldn’t be a thing, please just straight up remove it or heavily change it.
A good affix should be manageable by the party, E.g. discontent: manage pool placement and avoid them, shrooms: kill them early to avoid big poison spread, unstable: stay at a distance or quickly step away from a mob that died, etc.
some of these new affixes however, are just stupid. Wild creatures: Swap! now your squishy little mage is a tank! better get ready to run back from the graveyard, infection: oh you didn’t manage to decure that elites poison in 0.5 seconds? too bad now you’re dead.
To make this one manageable there would have to be some quick way to swap the agro back, like do an interrupt or heavily reduce how frequently it happens so the tanks taunt is always up when it happens.
Oh that sounds awful. Haven’t tried it yet, but that sounds like more coin flip mechanics which I think we’ve made pretty clear are not what we are looking for at all.
Thanks for the feedback. I will think about this one tonight. I think the general idea was supposed to be that it was a bit of chaos that could be controlled by a really wary tank, but it may be happening too frequently for that to be the case. It’s not really a coin flip since it happens on a set time rotation, I think the rotation may just be too fast right now.
Yeah it was awful… everything was just jumping around us and kills us like BAM dead and when someone survives, you will stuck in combat, so everyone has to go to grave and repeat. We had yesterday the affix indecisive too, so yeah indecisive and ultra indecisive was not fun!
I don’t think changing the frequency of the aggro switches is the only problem. The teleporting mobs (tear minions) make use of this affix by insta jumping out of reach of the tank and insta killing their new target. Also 2 mobs should not switch aggro on 2 different targets at the same time. I had 2 tear minions teleport opposite sides away from me at about the same time killing at-least 1 dps instantly.
As usual due to timezone we (Rebels) were likely one of the first groups unlucky enough to try out the new mutations, wild creatures reminds me of deep wounds where we also lost our currently highest shard right before it was taken out… and I promised let’s wait until abc and others try this and forum posts pop up . We lost a crypt 8 shard over that (it had indecisive AND this weird mutation) which would’ve been possible in time otherwise, likely.
We went with a pala tank and unlike the normal indecisive mutation he lost all the aggro, on the little ones in every group. This is not really manageable, not even with lifewells, shield etc. I tried to tank with the musky instead of the tank but still died alot so yea a nerv would be good we even pondered to save shards till next week since we won’t progress like this.
PS: As Acavi mentioned, stuck in combat is a royal pain, in the overworld. in bgs, and in dungeons even more. The stuck combat button no longer works, most of the time, so go to graveyard is the only option for the whole group.
Okay so I made some changes to this for new runs, now it should a) only trigger once every 25 seconds to make sure Taunt is available for Warriors, and b) it is a global timer instead of per-monster, so only one monster at a time should have the effect trigger.
I have yet to do a shard with this mutation but I would be curious on how this mutation affects play in lower level shards? Are they impossible or just harder needing different strategies. And by impossible I mean is it able to be beaten at all, done in less than 30, or done in less than 15?
Thanks for making the changes. They sound like it will make the dungeons more “doable”.
On a side note, any word on a new blog post about up coming raids or changes to the game? Your blogs are one of the things I really look forward to seeing. It kind of gives me a sense that I am able to look behind the curtain.
Keep up the good work.
Edit: 2 mins later a blog post was up… Riley & Dev team if y’all haven’t heard this before, y’all are AWESOME!!! lol
This seems to have made it better to deal with.
I’d say this really shouldn’t make the lower shards feel too bad with the current tuning.
The tank will just have to adjust some. The higher level ones are were elite damage is quickly lethal and suddenly losing control of agro can equal instant death.
I would watch out for indecisive & wild creatures combo though. That can be super nasty for the group.
we just did a mid level shard (7) with that combo, it wasn’t too bad
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