So, we have identified the bug. We have established that it could be a while for a fix, if ever. So, let's establish new tactics to deal with it, so we can restart the daily takedowns. There have been some side comments in other threads regarding possible new tactics, but nothing solidified, so I wanted to make a thread dedicated to just that. No whining about broken stuff, how "hard" it is, or begging the devs for some fix, now, just solutions based on the current situation. Once a strategy is established and tested, it can be added to the stickied Cosmic/Eido threads.
I'll start. I still like the triple-stunner tactic. Three CCers, one assigned to each globe, labeled as "left", "middle", and "right." I see no reason that most CCers cannot handle the division of labor this way. If someone accidentally gets out of place, the other CC can just quickly swap. It would be even better if the CCs form a regular Team (in addition to TeamUp, of course) that way if one needed to quickly select another, the F2, F3, F4 team selection option can be used (which cannot be used in TeamUp). It also gives them the ability to easily speak amongst themselves, if needed, without cluttering up the Zone/Local chat.
That way, DPS and Tanker can just focus Eddy for every red spawn. If the reds are pumping damage, a healer could be assigned to help keep the CCers up. Put that healer in the CC Team, too. This is the only area of real weakness that I see.
Now, I do understand that, if other orbs/portals spawn while the Reds are up, that could cause a problem with splash damage. Therefore, we need to establish a "No AOEs on orbs/portals" policy. Yes, I know there will be some mistakes, but with the guardian CCers standing by, they can minimize the damage. Sure, some healing on Eddie might leak through sometimes, but still, I think we can keep it down small enough that we can continue to do fairly fast runs. And, as everyone gets more and more experience doing the new Edd, the mistake rate will drop off.
Yes, having 3 CCers instead of 1 will potentially lower the total DPS, but most CCers have other benefits, in addition to holds. Auras, buffs, debuffs, extra heals are all going to help contribute to overall DPS success. It may not make up for it totally, but considering some of the speed runs we used to do, even if it takes a bit longer, it will still be pretty fast.
I will go ahead and say that any strategy that requires mass adoption of changing tactics mid-fight is likely to be problematic. Lots of people do not read Zone or Local. Even for those who do, if there is much chatter, it could obscure directions. Even if everyone sees it, there will always be a few second delay for the leader to recognize which situation it is, calling out instructions, and everyone responding appropriately to those instructions. I designed this strategy to reduce the need for that time delay. In my strategy, the tactic for Reds stays the same, no matter what happens.
That is just a rough to start with. Make suggestions and changes and let's get this party (re)started!
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Spectre beats Eido in an SG run: VIDEO HERE
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Epic Stronghold
Block timing explained
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There's multiple theories going on about players using specific powers and specs that might be causing Eidolon to freak the **** out. I don't think any of these are valid for simple stadistical reasons, ie., that player needs to be present on every single run we've done since Eido started bugging out, and has to be doing the exact same thing at the exact same time to trigger it. The only way Eido's behaviour might be player triggered is if the trigger happens to be something that is very popular among players and very spammable.
I have 2 alternative theories to what is going on.
1) Buff/Debuff cap. The main indicator we use to determine wether Eidolon is on CC mode or is active is the Bubble Buff on his bar. My theory is that there is a cap to how many buffs/debuffs a target can have and any overflow just doesn't apply. The Bubble Buff acts as a flag that when present causes Eidolon to stop attacking. If it doesn't apply, Eidolon just keeps attacking
2) Hits not registering. Similar to what happens to kiga, when too much bullshit is being used (DoTs, HoTs, multiple hits per second attacks) you might notice that your attacks stop being registered(most easy to spot by your form stacks dropping) and so do Kiga's (Storm wireframe appearing but attack not triggering). If Eidolon's Bubble Buff is an attack that Eidolon applies on itself, it might be possible that if too much bullshit was going on at the time, the buff would fail to apply, causing Eidolon to stay in attack mode.
An easy way to test if this might be the variables that are causing the bug, is to reduce the usage of stuff like Punji Stick Trap and other minor forms of DoTs during Eido, and when you see him starting his Hold animation to stop attacking for a few seconds.
Epic Stronghold
Block timing explained
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And if they have time they should also check what's going on with the Eidolon bug :^)
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Spectre beats Eido in an SG run: VIDEO HERE
PARSER USAGE GUIDE: click here for an easy how-to ٩(๑・ิᴗ・ิ)۶٩(・ิᴗ・ิ๑)۶
Spectre beats Eido in an SG run: VIDEO HERE
Oh, found a video from 12/17 with eido overlapping phases. https://www.arcgames.com/en/forums/championsonline/#/discussion/comment/12795229, and not seeing any mentions in Mona's thread from the prior week, so I think it actually occurred as of the 12/14 patch.
Epic Stronghold
Block timing explained
So we were actually fine until the 12/14 patch. The notes for that one seem pretty innocuous: Release Notes 12-14-2017
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Spectre beats Eido in an SG run: VIDEO HERE
The actual thread where we identified the bug seems to be the next week, see
Lets talk about the Eido bug, which might make the relevant patch Release Notes 12/21/2017. Not that that looks any more suspicious, and there weren't a lot of Eido runs between 12/17 and Christmas.
Epic Stronghold
Block timing explained
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Spectre beats Eido in an SG run: VIDEO HERE