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fyrstigorfyrstigor Member Posts: 299 Arc User
While a lot of the content is fully doable once u capped ur stats at lvl 80. There are some places u should look into getting adjusted a little bit.

Kessell's Retreat: The boss does the special attack where he spawns the purple balls, those things are an easy oneshot for tanks and high hp players. They dont seem to have a real animation u can look out for, making it very hard to survive them as a melee.

Malabog's Castle: Its a very hard dungeon now. Many of the adds in various places are oneshotting or almost oneshotting u. First boss is the worst. Second and last is ok.

Castle Never: Undead adventures in the little room before second boss is hitting for 100k+ when they wake up. Same undead adventures at Orcus fight deals 5-10k dmg.

Valindra's Tower: Ghosts on the last boss is running as fast as a player, some times faster, and u can either chose to die to them, or to the lightning she spawns. The ghosts where always slow, please bring them back to that again.

Lair of Lostmauth: Golems are oneshotting tanks. Scorpions are hitting for a lot of dmg with both normal attacks and AoE. U spend more time running around dodging cause it hurts so much no healer have a chance to keep up. On the last boss, the molten gold AoE DoT is a full oneshot with every tick now. If ur running away, doing a dodge across it, and doesnt actually stand in it, u still get the DoT on u, and after dodge animation finish, u get oneshotted.

Master Spellplague caverns: First part of mobs, AoE fire on the ground have always been hard to see. It seems to be doing as much dmg now as it was in mod 15, but heals are slower making it a hard place to live. On first boss, the fireball we have to hit the boss with, doesnt chain correctly if u go more than a few steps away from it, the chain disapears and ball moves randomly around on its own. On last boss, the tentacles that spawn, and the fires have way to much HP. It takes longer to kill those than it does the boss itself. Last phase where she spawns fires, after killing just 3/5 time was up and we all got killed. I also think first boss have to much HP. The group i went with wasnt bad, wasnt BiS either. Mod 15 time would have been around 30 min. We spent 50 min in there, had no fails on bosses. But first boss took 12 min. Last boss took 10 min. Second boss took 4min without following the mechanics on that one. At mod 15 standards it was normally second boss who took the longest to kill.

Many coins bankheist: The mobs seems to be hitting for quite a lot, and this being a skirmish and not a guaranteed place for a healer in random que means u have to survive on potions alone. Not because ur doing something wrong, its just by design.

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  • motu999#9953 motu999 Member Posts: 254 Arc User
    I can only second what the OP said.
    It also has been reported on preview, but obviously no dev ever cared to look at the reports or the broken dungeons that were reported. Its a joke, that they are now asking for "more specific" reports about the 100+ OBVIOUS bugs that still plague almost every instance in RIQ. Its like
    - a blind person driving a car, asking for directions
    - directions are given, blind person turns wheel randomly
    - blind person is told, he is heading towards a cliff
    - blind person reacts, speeding up and mutters into his beard: Its all working as intended
    - blind person is told again, you are almost in front of the cliff
    - blind person says: I hear you, just need to tweak a few things, such as air conditioning. Please give more specific reports on the small things that are not working as intended
    - blind person is given specific report: you are falling down the cliff
    - blind person: its all working as intended. The car is super fast now. Whoa
    We know how this will end ....
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