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Revised Qwijybo

So, definitely harder. The big AoE knockback guarantees tanks are out of melee range briefly, and they have to block because of the lava pits (since healers also will be blocking to avoid dying). During that time, the meteors just kill random folks at range with no warning/tell.

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Comments

  • nephtnepht Posts: 6,883 Arc User
    I dont really get the lava pits feels like false difficulty.
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  • chaosdrgnz43chaosdrgnz43 Posts: 1,674 Arc User
    the trick(for melee) on the lava pits is to not move for at least a few secs after the aoe. Just move(while blocking ofc) when the lava pit appears. I noticed most melee toons lunge at Qwijybo right away after he uses his aoe.

    I did noticed that Qwijybo seems to use his aoe more frequently now than it did before. Wonder if it is intended. Also, those meteors are real unfair. They hit randomly and doesn't apply knock resist. It's also a block-breaker.
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  • qawsadaqawsada Posts: 746 Arc User
    It seem that tanking is more important for this fight and he or she has to move slightly to the left or right when the heart spawn. That way, Qwijybo wouldn't be facing directly at the DPS while the DPS scramble to destroy that heart that usually spawn right in front of Qwijybo.
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  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    gradii said:

    Becuase their damage is unavoidable. you always take at least ONE tick of damage from the lava pits whether you move or not. if you're character is squishy thats a death sentence.

    From what I recall, a squishy should survive a single lava hit. However, if you wind up in overlapping lava pits you'll die.
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  • biffsmackwellbiffsmackwell Posts: 4,739 Arc User
    I've avoided the lava pit damage, 100% of it. Its a second tick of the initial AoE blast that you can't avoid.
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  • spinnytopspinnytop Posts: 16,450 Arc User
    edited May 2016


    From what I recall, a squishy should survive a single lava hit. However, if you wind up in overlapping lava pits you'll die.

    ^ that right there. Anyone who is gonna play a squishy needs to play good, otherwise they'll get reminded of the fact that they're a squishy!

    I've avoided the lava pit damage, 100% of it. Its a second tick of the initial AoE blast that you can't avoid.

    Careful Biff, next thing you know they're gonna claim you're lying or have some sort of unfair advantage or that you're an elitist just cause you can do that.
  • edited May 2016
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  • biffsmackwellbiffsmackwell Posts: 4,739 Arc User
    spinnytop said:

    Careful Biff, next thing you know they're gonna claim you're lying or have some sort of unfair advantage or that you're an elitist just cause you can do that.

    Nah everyone already knows I'm the king of excellence.
    biffsig.jpg
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  • spinnytopspinnytop Posts: 16,450 Arc User


    Nah everyone already knows I'm the king of excellence.

    I see, so being humble was the problem. I'll start rectifying this situation immediately owo
  • biffsmackwellbiffsmackwell Posts: 4,739 Arc User
    gradii said:

    I don't care if its the lava or the PBAOE which autokills squishies. the point is that should -NOT- be happening. the death should be avoidable with skill, even for squishies.

    Skill or gear. It wouldn't be out of the norm for things such as this to require a gear check. Some +Defense mods on some secondaries would be neat. Otherwise, eat the death and get used to running back. I die plenty and run back and still place high enough for rewards.
    biffsig.jpg
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  • jonsillsjonsills Posts: 6,318 Arc User
    spinnytop said:


    Nah everyone already knows I'm the king of excellence.

    I see, so being humble was the problem. I'll start rectifying this situation immediately owo
    Excess humility has never been one of your issues, Spinny...
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  • roughbearmattachroughbearmattach Posts: 4,784 Arc User
    The dodge-ignoring damage is pretty lousy.

    Squishies can play just fine if near the edge of 100' range attacks. Pretty safe, actually.

    A squishy melee toon is going to die a lot.

    I still think the lava pit damage and screen animation don't match. The damage AoE is significantly bigger than what's on screen.

    Overlapping lava pits generally kill squishies as well, since you end up with 3000 damage or so. It would be great if they coded overlapping effects like this so that damage did not stack, but only applied "highest" amount.



    All of this being said, it means that people have to figure out the Cosmics again, and it means healers are even more important. In particular, damage mitigation (bubbles, AoRP, etc).

    The hearts make AoE DPS a true role, as well, similar as to how a well-built Fire and Ice team has AoE DPS as a role.
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  • spinnytopspinnytop Posts: 16,450 Arc User
    jonsills said:

    Excess humility has never been one of your issues, Spinny...

    Considering every post you've ever made was sent from atop a horse, I can't honestly take any advice on humility from you jon o3o
  • spinnytopspinnytop Posts: 16,450 Arc User
    gradii said:

    Sorry but if the content stops being enjoyable people stop caring about it, rewards or no. I'm geared up in legion gear and rank 8 mods, but thanks to dodge ignoring, defense ignoring bullcrap like this I'm done.

    Well, good news.... all content is still optional! The devs don't really need everyone to do every new thing they release, it's just there for the people who want to enjoy it. I mean, I know that you want to make the claim that "nobody enjoys that" or "the majority of people don't enjoy that" or some other variation, but let's be frank here that claim has never worked so you should probably stop trying to make it.
  • jaazaniah1jaazaniah1 Posts: 5,553 Arc User
    Well, the key will honestly be if enough players continue show up after the initial novelty is over. Getting 25+ people to show up on a regular basis might be difficult. Not saying it will be, but it is something to monitor and consider.
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  • roughbearmattachroughbearmattach Posts: 4,784 Arc User
    edited May 2016
    I have been on four groups who went after revised Qwijybo. Three failed, but the fourth one made it, thanks to good leadership from VEXX.

    The ape now has stuff like this: Qwyjibo deals 7318 (20559) Fire Damage to you with Qwyjibo Calls The Mountain.

    Some folks report even higher damage while blocking. The block is working, but the base damage is frequently 20-50 K, so many toons are defeated even when blocking.

    I know people will adjust, but there are some wonky mechanics at play. Fireballs still lots of damage, too, with no tell.
    Post edited by roughbearmattach on
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  • darqaura2darqaura2 Posts: 932 Arc User

    Well, the key will honestly be if enough players continue show up after the initial novelty is over. Getting 25+ people to show up on a regular basis might be difficult. Not saying it will be, but it is something to monitor and consider.

    I've pretty much stopped caring. The amount of time it sometimes takes to get those 25+ together is enough that it can wipe out any playtime I have in the evening. A kid, a job, and RL trumps "waiting to form".

    Also I did the ol' waiting to form the raid group thing in WoW and COH.

    I have a multitude of things (the division, the witcher 3's new and last expansion, any number of lego games, Marvel Heroes 2016, etc) to play with more current content options than CO, that I no longer desire or need to deal with that aspect of mmo gaming. So needless to say I've been once a gain logging into the game less.

    But that's okay as it means when I do log into the game finally I'll have some ZEN stored up. Saves me from having to buy any.
  • pantagruel01pantagruel01 Posts: 7,091 Arc User

    A squishy melee toon is going to die a lot.

    I've seen a squishy melee toon die a lot (8x) and still get top ten. Qwyjibo is really close to a spawn point (it does, however, help if someone is using area heals; lifedrain with vampiric sympathy is particular good here, since the healer probably wants to keep itself alive and run out of the lava, and lifedrain works for both purposes).
  • jaazaniah1jaazaniah1 Posts: 5,553 Arc User
    Before the nightmare event dampened the interest in cosmics my semi work around to the boredom of waiting was to run alerts. Can run up a lot of G in Smashes :smile:
    darqaura2 said:

    Well, the key will honestly be if enough players continue show up after the initial novelty is over. Getting 25+ people to show up on a regular basis might be difficult. Not saying it will be, but it is something to monitor and consider.

    I've pretty much stopped caring. The amount of time it sometimes takes to get those 25+ together is enough that it can wipe out any playtime I have in the evening. A kid, a job, and RL trumps "waiting to form".

    Also I did the ol' waiting to form the raid group thing in WoW and COH.

    I have a multitude of things (the division, the witcher 3's new and last expansion, any number of lego games, Marvel Heroes 2016, etc) to play with more current content options than CO, that I no longer desire or need to deal with that aspect of mmo gaming. So needless to say I've been once a gain logging into the game less.

    But that's okay as it means when I do log into the game finally I'll have some ZEN stored up. Saves me from having to buy any.
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  • spinnytopspinnytop Posts: 16,450 Arc User

    I have been on four groups who went after revised Qwijybo. Three failed, but the fourth one made it, thanks to good leadership from VEXX.

    Oh look who thinks highly of themselves all a sudden o3o

    I know people will adjust, but there are some wonky mechanics at play. Fireballs still lots of damage, too, with no tell.

    Yes, there's also a block bug still lingering - if it's the same as the old block bug, it might actually be increasing the damage you take while blocking which could be confusing people as to what the numbers in this encounter are actually intended to be. I've encountered it myself - one batch of lava pits, the damage isn't blocked... next batch of lava pits, damage is blocked and I barely take any damage. Folks are confusing "as designed" with "bugged" and it's making them cry foul needlessly.
  • markhawkmanmarkhawkman Posts: 4,916 Arc User
    Do those use that mechanic where the damage source gets modified independently of your defense stat? I've noticed that with the BOOM that the Colossus uses. It's always a percentage of your HP. 40% if not blocked(and a DoT that takes off another 40%) or 10% if blocked (and no DoT).
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  • cptmassive1cptmassive1 Posts: 120 Arc User
    edited June 2016
    I play a healer with AoRP and take from 12xx to 89xx from the yellow bubble, whatever it is called. It is either on the low end of that or the high end - no in-between. That tells me something is ruining my block because I have never missed one in the few times I have run Qwyjibo. Sometimes that is when I am atop my CoPD and sometimes not - the hold penalty being exploited seems to make CoPD useless in all cosmic hunting so I use it less and less. (and as a digression, I am kinda annoyed that the devs "wrote out" the use of the CoPD in this way - way to take away a valuable defense for squishies) Anyway, that range of damage tells me something is bugged and taking away my block about 50-60% of the time.

    Given that I have 77xx hit points that is problematic. I only survive the larger hits (plus lava / extra ticks) when I am teamed with an AoPM. I *think* I only get the largest hits (above 7K) when my stats are buffed by someone's AoPM. So I am guessing the bubble does a % of hit points damage, not a set amount since it goes up in damage when I have more HP to lose.

    I have found the sequence is pretty predictable though. Knockback, lava pit *will* appear under the point I am knocked back to 100% of the time. So I run forward some (which is almost never lava-covered though right up next to Qw will be) immediately after the KB *then* click heal and block the next two ticks, after which the falling lava rocks will fall in my new position approximately 50% of the time.

    It is pretty annoying to be blocking with a circle and still take 95% of my hp. That can't be right.
  • nbkxsnbkxs Posts: 776 Arc User
    Sounds like you need more hp, these battles are really not for squishy types at all, especially not for Kiga. Every one that he kills(storm included) heals him like crazy. So, if you're constantly dying, you're not only dead weight, you're actually hurting the effort by feeding him hp.​​
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  • aiqaaiqa Posts: 2,620 Arc User
    edited June 2016
    Nah, you can survive perfectly well without using CON SS, but you do need a properly working block. All these big fights were designed to make use of blocking, so a bug that completely disables that and pretty much makes it impossible to play certain characters is something that just needs to be fixed completely.

    I am starting to suspect double AoRP was just one of multiple aura interactions that can cause this problem. Soon after the last AoRP changes I did quite a bit of testing, and I could only reproduce the block bug rarely and only when I had AoRP slotted. But now it seems to have been happening 90% of the time when fighting Qwyjibo on my healer, and isn't fixed when I unslot AoRP.
  • cptmassive1cptmassive1 Posts: 120 Arc User
    Yeah, #1 this thread is about Qwyjibo, not Kiga.

    #2 healer, as I said. I put out over 215% bonus plus shields of 3K for the tanks. Without us, they die too. Every extra bit of CON means less PR and when I'm healing a group of people and keeping up with the damage and placing in the top 20 on the board pretty regularly? This game uses roles and I fill mine just fine, thanks.

    #3 if the block worked like it was supposed to, I wouldn't be dying at all except when dinomom gets loose.
    nbkxs said:

    Sounds like you need more hp, these battles are really not for squishy types at all, especially not for Kiga. Every one that he kills(storm included) heals him like crazy. So, if you're constantly dying, you're not only dead weight, you're actually hurting the effort by feeding him hp.​​

  • nephtnepht Posts: 6,883 Arc User
    aiqa said:

    Nah, you can survive perfectly well without using CON SS, but you do need a properly working block. All these big fights were designed to make use of blocking, so a bug that completely disables that and pretty much makes it impossible to play certain characters is something that just needs to be fixed completely.

    I am starting to suspect double AoRP was just one of multiple aura interactions that can cause this problem. Soon after the last AoRP changes I did quite a bit of testing, and I could only reproduce the block bug rarely and only when I had AoRP slotted. But now it seems to have been happening 90% of the time when fighting Qwyjibo on my healer, and isn't fixed when I unslot AoRP.

    Well thats a pain AoRP is one of my fave passives :I
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  • markhawkmanmarkhawkman Posts: 4,916 Arc User
    Well, for the nightmare chicken, I noticed today that the whole block on command mechanic sucks vs lag. I see it start charging the boom, I push and hold block.... I still eat it because the game didn't recognize that I blocked until after the boom.
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  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    aiqa said:

    I am starting to suspect double AoRP was just one of multiple aura interactions that can cause this problem.

    I haven't seen it in fights that have no AoRP; I gather you have?
  • roughbearmattachroughbearmattach Posts: 4,784 Arc User
    I am still getting stuff like this at times with the ape:

    Qwyjibo's Lava! deals 1138 (4353) Fire Damage to you with Lava Burn.

    Qwyjibo's Lava! deals 1149 (4397) Fire Damage to you with Lava Burn.

    Your Force Shield gives 36 Energy to you.

    Your Force Shield gives 36 Energy to you.

    Your Sentinel Aura gives 331 Health Points to you.

    Qwyjibo's Lava! deals 1133 (4335) Fire Damage to you with Lava Burn.

    Qwyjibo deals 1149 (4397) Fire Damage to you with Lava Burn.

    Qwyjibo's Lava! deals 1134 (4340) Fire Damage to you with Lava Burn.


    I am blocking the entire time, and getting some damage mitigation from that, but not nearly enough. On top of that, the lava pit animation does not match damage area still.
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  • markhawkmanmarkhawkman Posts: 4,916 Arc User
    what percentage of your HP was that?
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  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    I think the lava pits are partially defense penetrating, which is why block wouldn't be reducing them as much as might be expected, but those numbers don't look surprising.
  • lezard21lezard21 Posts: 1,510 Arc User
    edited June 2016

    I think the lava pits are partially defense penetrating, which is why block wouldn't be reducing them as much as might be expected, but those numbers don't look surprising.

    I'm not entirely sure on this. Maybe the patch notes were phrased weird or something, but I don't think they ignore Block's damage reduction.

    I'm saying this because I've been tanking him the last couple of days, and everyone and their DPS grandma like to lunge and drop their DoTs right under Qwyji's feet. While blocking at worst I take multiple 200-400 ticks. Now if I drop block the damage starts ramping up above 1.2-1.5k per DoT. Wasn't an issue the times I was main tank cause of focus healing, but when being offtank I don't get healed as often, so I have to block for the whole duration

    I'll try to get more accurate numbers tomorrow
  • roughbearmattachroughbearmattach Posts: 4,784 Arc User
    Each damage instance is about 17% of my health.

    I should note that usually, the lava pits do half that damage to me, or less. Sometimes, it is just a huge amount like that.
    Has been happening about two or three times per fight. Rest of the time, no problem.
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  • baelogventurebaelogventure Posts: 520 Arc User

    I think the lava pits are partially defense penetrating, which is why block wouldn't be reducing them as much as might be expected, but those numbers don't look surprising.

    Qwyjibo's lava pits now ignore half of your resistance - This was added to the PTS on May 10th, so it's obviously in the game at this moment.

    This is one of the biggest reasons the lava pits hurt everyone so much, even through blocking.
  • jaazaniah1jaazaniah1 Posts: 5,553 Arc User
    I usually don't seem to take much damage from the lava pits. I block when the attack is coming, get KBed a bit, starting running back and then hop up in the air as I start to move forward. That hop seems to carry me out of harm's way.
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  • cptmassive1cptmassive1 Posts: 120 Arc User
    Well my block is finally working, thankfully. The damage from the bubbles is down to anywhere from 1000-1400 and I don't even really need to heal those because my aura takes care of it - and if on a circle I hardly ever click heal anymore.

    Qw is a breeze now as long as the DPS can handle the hearts quickly. I rarely have to take my finger off the arcane vitality button. The sequence is almost the same for the bubbles. Block, knockback, run forward to circle, skip the self heal part, continue healing.

    The lava pits do give damage when you don't appear to be on them sometimes, as someone just pointed out, so that is annoying but at least I can move again when I notice it.

    Even kiga has gotten better now that people know where to stand.

    You hear that devs?! Weak sauce! ;)

    Oh they buffed them again while I was typing? Nvm.
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