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Eidolon resets HP after 2nd red orb phase frequently

cabuka32cabuka32 Posts: 1 Arc User
edited June 2021 in Gameplay Bugs
I have been in multiple tries where Eidolon resets his HP after the 2nd red orb phase which comes when he is around 1/3 HP. It is needlessly frustrating, ends up being a waste of time, and indirectly discourages players from attempting it because of the high likelyhood that it will bug. Yes technically it can be mitigated by someone/tank being closer to Eidolon when all 3 red orbs are destroyed, but it can’t always be done, and sometimes the last orb dies all of a sudden - before players can run back to the boss.

Some thoughts: If it is indeed a range bug/limitation, I don’t think I see how that occurs. He himself can aggro across the length of his room at the start of the fight, but then somehow loses targeting range to stay in combat less than halfway across it (when he is in the middle), during the 2nd red orb phase. Kiga already snipes farther than the entire length of Eido’s room, give Eido his range.

And if the range issue cannot be inherently fixed, then maybe one of these:
  • Make the red orbs spawn closer to him within his aggro range, making it less likely that the whole group is out of his range
  • A persistent, clear way to demarcate his range during the phase, eg like AoE bubble tells seen in various game content
  • Reduce the red orb DoT’s AoE range, so players out of Eido’s range don’t get hit, and/or reduce room size

Thank you.
Post edited by cabuka32 on

Comments

  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    I believe the reason Eido's leashing radius was reduced is so people organizing at the back wall didn't aggro him. The reason the back wall was moved inwards was due to people running away from a previous version of red orbs. I expect the simplest fix would be to adjust the location of the red orb spawn nearest the door, next simplest would be to move the back wall a bit and extend his leashing radius.
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