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FC.31.20181106.3 - Nighthawk, Andrith Ruins
Nighthawk
- Added an UNTIL hoverdisk flight option next to the hawkwing vehicles.
- Fixed a bug where the alert didn't set players to level 30.
- Adjusted the scoring to give out points during all parts of the alert instead of just at the final fight.
- The Franklin Stone alert can be queued from the alert window if you have progressed to the defeat franklin stone portion of the mission or have completed it.
Andrith Ruins
- We are testing out a bit of tech that converts old content into stuff that's easier for us to edit. Andrith Ruins is our first test run, so please go check the lair out and see if everything is in place.
Some things to note:
- There are now doors in the Lair that need to be opened to progress. They cannot be interacted with while in combat.
- Addressed a bug with the magma Golems using their yank ability when they weren't supposed to be.
- Vikorin's hit points have been increased.
Misc
- Fixed a bug where Master of the Mind's resistances didn't always apply.
- Fixed a bug where Master of the Mind's crit chance based on ego leech stacks only applied based on your stacks when initially clicking the power.
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Comments
I'll give this a try when I get home. Hopefully if this succeeds it'll mean Epic Therakiel Lair in the future
Epic Stronghold
Block timing explained
INTERDASTING, perhaps this is the beginning of more epic lairs? URG The nighthawk event again... i guess this time I will have to farming that one (1) alert if I want to get the costumes i skipped last time because I got burned out from overfarming events <_<
Hyrg could use some upgrades, 350k hp and 600 (pre-mitigation) dps is a somewhat tedious speedbumb.
Mobs seem to be respawning.
"Cannot be opened in combat" seems to actually mean "cannot be opened if any nearby enemies even if they're completely ignoring me". Some indicator of why the interact doesn't show up would be nice.
At Vikorin's room, 'enter room' is accessible from both sides of the door (and both interacts put you inside the room).
Vikorin's disable-knock combo doesn't work any more (or maybe it does and no fx and checks knock resistance?).
Vikorin is soloable but tough (pre-mitigation dps is about 2,000 below 2/3). An invuln tank would chop that down to a tiny amount though, most of the damage is golems spamming conflagration.
Epic Stronghold
Block timing explained
You'd hope so. Personally I'd be making standard lairs easier and reducing rewards, then releasing a tougher version as an epic lair, rather than beefing up the difficulty of the standard one to the point where it bears no relation to the standard of the content which leads up to it.
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
However, I would probably target the sub-40 lairs. If you unlock Destroyer's Factory at level 29, there is no realistic chance you can find a team of level 29s to do it with you, and most builds cannot solo it at level 29. This leaves it in the unfortunate situation of being impractical to complete at its designed level, and not worth bothering with for higher levels. It should probably either be easier (and people are expected to do it solo or maybe as a team of 2) or pushed up to level 40+ with rewards to match. Same problems for Burial Caves, Teleios Tower, Moreau's Lab, Viper's Nest.
Removing Tough from enemies would probably drop it to the point where you could label it (2) or (3) instead of (5).
Epic Stronghold
Block timing explained
I would hope they don't make the lairs Challenging Team Content for today's level 40s, though, as it would be a waste of dev time. You can the popularity of this sort of stuff with STE. .
Anyway, PTS thread, so will take the conversation elsewhere.
Epic Stronghold
Block timing explained
I'm not sure I fully like the Hp increase on Vikorin, but I'm happy the yanks were fixed, those were really annoying sometimes.
o.o Awesome! I wanted to use that power, but finding that those bonuses didn't work was a major disappointment. So glad to hear that it's getting fixed so soon after having taken an interest in it. Thanks a bunch!
Cupid@Tool-box, stunningly radiant stag ready to play matchmaker between villain and arrow!
Vixon@Tool-box, frighteningly eager to summon despair for his adversaries!
Jebin Zedalu@Tool-box, elementalist weaponmaster. ...One of these things is not like the others!
PVP is starving without rewards
1. Please give us Daily PVP missions that reward Questionite.
2. Please give us an exchange rate between Acclaim and Recognition so that PVP has access to all "On Alert" PVE rewards.
Epic Stronghold
Block timing explained
In-combat lockout for doors is annoying, since having any pseudopet out counts as being in combat. I would rather have open mission objectives with killcounts.
I am having my doubts about golem agro mechanics and attacks. Their attacks are quite strong against squishy dps builds. And I don't think a tank can taunt them?
I think 3M HP is a bit over the top of Vikorin. The lair is used a lot of solo stuff, and it's one of the few places that are soloable but still a bit challenging. With 3M health and the added damage from Golems that is either a team battle (while the rest of the lair is still trivial to solo) or a boring HP grind. In my opinion either Vikorin needs a big nerf, or make it real team content and give the rest of the lair a big buff.
-Lava Golems always had conflagration, they have just been bugged for ages and aren't attacking properly on live.
-This is a 5 man lair, not intended for solo play.
-Elements of Lemuria mission is going to be removed in a future patch.
It's more about the challenge levels going up to much at the bossfight. Of course the bossfight needs to be a bit more difficult than the lair that leads up to it, but not nearly as much as it is now.
Because if the 5 man lair is going to enforced I feel like making it an alert ALONG with the open world lair would be beneficial
Take that as part of my feedback, if you want people to start participating on certain types of content DO NOT include the rewards from said content on the SCR store, otherwise
a) people would just farm those rewards by doing other SCR farm
b) it drops the value of items that drop from that content
This is still a test run. Far too early to be talking about rewards.
My super cool CC build and how to use it.
Ideally, I would like to see lairs to be as viable for gear grinding as monsters.
PVP is starving without rewards
1. Please give us Daily PVP missions that reward Questionite.
2. Please give us an exchange rate between Acclaim and Recognition so that PVP has access to all "On Alert" PVE rewards.
Good cause that was a test suggestion o3o
Epic Stronghold
Block timing explained
What's his defense like? He's a lower rank than those bosses isn't he?
My super cool CC build and how to use it.
Bosses should punish you for not knowing what to do, but should go down fast if you know what to do. A good ingame example are Medusa Clone and Teleios Ascendant.
Epic Stronghold
Block timing explained
I was going to mention this as well. Right now there's no compelling reason to run an increased difficulty lair. Personally, I don't think the drop needs to necessarily be GCR/SCR.
It could be any number of items that players find valuable:
- Costume Change Token.
- Rare Higher Ranked Mod or Enhancement.
- A rare costume, skin, or hair drop.
- % Chance for a random component drop (Diamond, Petrified Scale, Ignimbrite, or Bearing)
- Retcon Token
These are just suggestions of drops that could be given outside of GCR.
Epic Stronghold
Block timing explained
The properly tagged live lair mobs are completely trivial for a team of 5. Even for 1 strong well geared build they aren't any problem. For a less performing build you might want 2 players, but 5 is overkill for the challenge of the lair leading up to vikorin. Mob health could do with a 300% buff and damage with 200%.
Epic Stronghold
Block timing explained
This makes sense. Vigilance ensures an ongoing reason to run Custom Alerts. Simply adding unique rewards to the lair only ensures a brief amount of activity until everyone has those rewards, kinda like Eido: Everyone got their shoulders, then interest waned. Making content be of continuing interest to players is something that has been a bit hit or miss.
That's a very good point. There's a reason they're called trash mobs, they're really just there as filler to extend the time it takes to run the lair. If they were meant to provide an actual rise in the difficulty curve they'd be mini-bosses.
My super cool CC build and how to use it.
Epic Stronghold
Block timing explained
TA mobs are badly balanced too, so not a great example for any future lair reviews.
Epic Stronghold
Block timing explained
Having mobs of a somewhat similar challenge level as the rest of the lair. Of course bosses can have a bit of a higher challenge with some interesting mechanics. But for a team that can handle the bossfight, the mobs should do something to. Right now Vikorin (and the TA bosses) are so far above the challenge level of the rest of the lair, the rest of the lair might as well not exist at all. It's just some time filler content.
Like in TA, the only reason I ever die from the mobs is when I play a squishy dps and completely ignore the tank pulls. I think most people do that and just nuke the mobs with their dps, but imo that is not how "team content" should be played. Soling with that same dps build in Andirth I don't even get below 75% health (PTS or live), until I get to Vikorin. Then on PTS Vikorin himself is doable until 2/3 health, at which point it all falls apart and I am dead in 3 seconds. So in one lair I am seeing a large trivial part, a small challenging part and the end is impossible. If I had a team to help with the bossfight, the rest of the lair wouldn't require any tactics or thoughts at all. So that is not a well balanced challenge level for the lair.
5-man lair. It should require a 5-man team just to enter, much like NemCon currently does (right?). Currently, if I crash in TA, if I log back in soon enough, I come back into TA. Same should be available here. It should be fixed to do that in NemCon (currently, you don't come back in, iirc).
Hyrg. Once defeated, it should set a respawn location in that room, so that when a player wipes at Vikorin, they don't have to run the entire lair length to get back in.
Rewards. Good suggestions already suggested.
Cooldown on the lair. Should there be one? An hour? If the rewards are good, then this lair will draw much attention, I believe.
-=-=-=-=-=-(CO in-game handle: @WarCan )-=-=-=-=-=-
"Okay, you're DEAD, what do you do NEXT?"
If they were much tougher, it would make a team of five feel useful leading up to Hyrg (who could be tougher) and then Vikorin.
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
It's unclear to me when the statues are supposed to pull you into the lava. When soloing the fight on my tank I did get pulled a few times. But when running it as dps with a friend to tank they never pulled once in two fights. Maybe when they lose LOS of all players?
Vikorin's charge attack could do with a big buff. Most of the damage in that fight is from the statues which you wont block anyway, and the one charge attack from the boss is so weak no decent tank would block it either. It would be nice if the tank at least had to block one attack.
Epic Stronghold
Block timing explained
-The golem pull is not something they use in their attack rotation (this was a long standing bug on live), it's triggered by Vikorin's aoe disable and only occurs during phase 3 of the fight.