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FC.31.20161024.1409a.0 - Takofanes Adjustments
Bloodmoon
- Takofanes has been boosted to 10 million health (about standard for event bosses now).
- His damage has been boosted to match with other event bosses and his attacks have been given wireframe tells.
- Takofanes will more reliably spawn Doomlords. These Doomlords will hone in on a undead Hero and try to defeat them. He should summon a Doomlord roughly every 30~45 seconds.
- Ghostly Undead heroes have had their health increased slightly (now 160k).
- Defeated Undead heroes have had their HP increased (now 300k) and have been updated to use their new open mission attack layout.
- Doomlord HP has been increased (now 500k).
- While this mechanic has existed since the dawn of time, when a Doomlord is defeated one of the ghostly heroes will apply a resistance debuff to Takofanes for a short time. The strength of this debuff has been lowered as the amount was a bit high before.
- Moved the debuff to Takofanes Buff bar to make it easier to spot.
- Takofanes can now summon empowered Harbingers every 90 seconds which will attack players.
- Both Harbingers and Doomlords can start summoning meteor attacks once they dip below 90% health. These will be indicated by a vertical cone wireframe and target players randomly.
- Both Harbingers and Doomlords have an area effect that drains nearby Undead Hero HP by a flat amount.
- The fight fails if all 13 heroes fall.
Misc
- Adjusted look for the Wolf Monster head.
- Added Heavy Hook hand and Heavy Chain neck.
- Fixed scaling for female Crusader leg accessories.
- Fixed mirrorgeo for male crusader gloves.
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Comments
Epic Stronghold
Block timing explained
For what its worth, the actual design on these is far surpassing what we've gotten so far in the way of hook hands. Rescalled slightly, they'd be quite perfect for my one armed cleric
Bug: The heavy chains neck piece doesn't have a metal texture. It also doesn't seem to have any sort of detailing.
None of these costume bits are female only, which I assume is just because the porting on them is not yet concluded.
Crusader: Interesting design, but sort of I don't know...mixed. I love the back and skirt pieces, but the overall texturing on the set feels a bit flat. Using the detailed texture alleviates this somewhat, but leaves the armor looking rather dark as a result. There is a bit of clipping on the left gauntlet up by the shoulder. It'd also be nice if we could get a crowned helm, but I imagine its a bit late in development for that. We don't have a lot of good medieval helmets.
Likewise, dealing with adds/summons is something beyond spamming one attack vs. Takofanes.
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
Since this fight will fail if all of the heroes fall and with the extra boosts to Tako and his lackeys, this will take a lot more coordination than the *pew, pew, pew* DPS race Tako usually is. Healers definitely will be needed to keep the undead heroes healthy. If the Harbingers and Doomlords can be CC'ed (stunned, slowed, feared, paralyzed) and debuffed then CC'ers will be needed as well to help slow them down. Unless the fear advantage is taken for Ego Sleep, I don't think sleep would be of much use here, since the DPS'ers will be shooting anything and everything. The DPS'ers will have to be split; some will have to help take out tako while others will need to concentrate their efforts on the Doomlords, since they will spawn more often and the Harbingers, to keep them at bay since will randomly spawn and attack like the Frost Tombs from the Kigatilik Cosmic Boss.
It will be interesting to see the learning curve of this updated fight; however, it would not surprise me if it fails horribly the first 5 or so times.
Suggestion: Please consider giving credit to all support roles for Event and Cosmic/Legendary Bosses.
Crowd Control is a specific and important tactical power that is becoming more required for Cosmic/Legendary Bosses. 3 out of the 4 Cosmic Bosses require it now, and it is unfair to not reward players who use it to help out. A CC'er should not have to rely on someone hitting one of Qwijibo's hearts just to get credit for that Cosmic fight, for example. Just as a healer has to dedicate time and effort to keeping players healthy, a crowd controller has to dedicate time and effort to keep certain mobs under control and slow them down. Crowd control is a lot of work and difficult to master; it's just as important as healing and should be rewarded as well.
Edit: @lunnylunny you may be right; I think it was 60 last year.
This was stated when we initially released the cosmics, but we currently do not have the tech to directly credit crowd control. We will be looking into ways in the future, but for now OMs are being set up to give credit for damage/damage taken/healing/interacting with clickies.
(Please continue any discussions on OM crediting in another thread as its not directly related to the PTS patch).
The OM has always failed if all 13 heroes fall, it's just never really been relevant.
Epic Stronghold
Block timing explained
Rewards are getting improved, Tako will have a chance to drop his BoE Chair device and Vehicle.
Almost nobody cared
Pimp chair is good chair.
I agree that the participation for heroes improved greatly after they fixed the passives and toned down the HP increases, but it is far from ideal. The "train" is typically active in only one instance -- which tends to be full. Its success rests significantly on the concentration of players in that single instance and the lack of special skills or strategy necessary to contribute.
It's also incredibly boring after making the circuit a couple times which is a testament to the quality of incentives to keep going after the heroes again and again. Look at the crypt runs for a comparison. Almost no one is doing them this time around because they aren't as easy as zerging the heroes and the rewards pale by comparison.
Maybe the chair will be enough of an incentive for the Tako fight (and all the extra complications around it). I know I'm looking forward to all the flying chairs...
Toning down their Hp had nothing to do with people participating or not. With the exception of 2 Heroes (Crusher and Eclipse) all Heroes were doable since day 1, only people didn't bother to try and figure out you are supposed to zerg them cause QQing is more fun. Hell, even after they nerfed them people still QQed, and only after I started the first zerg train did they realize "Oh, wait, this isn't that bad"
As for boring and repetiveness...well, thats how all events have ever been. Remember MechaCommando? All events haver ever been "DPS this down without thinking much about the details" (as it should be, can't expect cosmic level mechanics cause events are supposed to be done by all) only now it takes a bit longer but at least you are guaranteed to get contribution.
I cannot speak for last year since I wasn't around, but personally I have never seen Crypts being frequently done by the community. You had the occasional player that wanted to get the Hero AF, but aside from that, they were never as popular or rewarding as simply killing heroes. Crypts are bad and boring but from a design point of view. Hell, Bloodmoon was first released like 2 weeks after the game launched and they couldn't even **** themselves to release more than 3 maps layouts for crypts. The problem with crypts comes from way deeper than the sudden buff. If anything the sudden buff is helping people realise how bad they were designed.
Epic Stronghold
Block timing explained
That said, I just finished the fight on PTS and it wasn't horrible. I'm assuming we won't be getting the entire reward table when it hits live, so it's still up in the air whether or not the fight will be worth it.
If literally nobody does it, then that will be addressed when it happens, probably by bumping up the coin reward. For now though worry less about trying to get that crystal ball to work and focus more on the actual fight itself and what you can see of it. "Nobody will do it, everyone will hate this" isn't really feedback that the devs can do anything with, you know?
My super cool CC build and how to use it.
While I may not always agree or like decisions - I can't say they aren't being made without consideration. We have a lot of players in a huge amount of denial about how powerful the average CO player can be.
The first time was not very coordinated, and we were a couple undead heroes away from losing. But we still won, and people had to do more than spam a single attack. I think this is similar to what average population in zone will do. The first day, runs won't be coordinated, and some will fail. Then, folks will coordinate just enough to win, like how the players adjusted to Nightmare Colossus fights.
The health on Tako was just fine, maybe even a bit low, since 40-50 may show up in a zone to fight him.
The second PTS run, with a group of 20-25 coordinated, experienced players, made short work of him with no problems, and only losing 3-4 undead heroes.
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
I saw the entire rewards table, too. We pretty much received it at the conclusion of the fight on PTS. What I didn't see is what a "normal" drop will look like on live -- unless of course, they intended to give everyone the entire drop table (in which case they didn't increase the difficulty enough.)
Formerly @Seschat pre PWEmerger. @Seschat on the Titan boards.
Supporter of the Titan Project.
BUG:Wolf Mane unlocks absolutely nothing for Males
The costume was unlocked but it doesnt show up in tailor cetegory ) neither on the search field
For females its called Werewolf and not Wolf mane as the item describe it
Even the first run we were holding on very solidly despite doing the fight wrong and basically ignoring large parts of it. Once I started going around aoeing the doom lords, the fight got cleaned up very nicely and then the win came. So one dps paying attention to that aspect of the fight can pretty much take care of it.
With an entire zone channel worth of players doing this that means only a very small percent of the people present even need to be aware of that aspect to create a win. Otherwise the only real challenge seems to be people's ability to block the various bubbles and move out of any of those column attacks. This fight actually doesn't require very much coordination - it certainly doesn't require any planning beyond "some people attack Tako, some people attack adds, go!".
As is, this fight will probably match the challenge level of other current Bloodmoon content.
My super cool CC build and how to use it.
Epic Stronghold
Block timing explained
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