Use this thread to discuss any changes made to Destroyer's Factory in this current PTS cycle.
FC.31.20190108.1
Destroyer's Factory
- We have done a bunch of under the hood changes to this lair. While the majority of the lair should function the same, please check and see if anything is off (missing enemies, moved geometry, environmental stuff not triggering, etc).
- Fixed a bug where the open mission didn't always display properly in the last room.
- All enemies are now level scaling.
- Slightly increased the health of Fake Destroyer and the Mega Destroid.
- Dr. Destroyer now more strongly favors being at range.
- Dr. Destroyer's movement speed increases as his health drops.
- Dr. Destroyer's Sparkstorm attack now removes all debuffs on him and repels targets.
- Added reward drops. Currently generic.
- Made some changes to the last room fight. Instead of all of the Mega Destroid parts counting down at the same time, they now count down at different times.
- Made some changes to what each individual part does (this is also the order of when they're installed):
- Howlcannon: No change.
- Shoulder Cannon: No change.
- Chest Plate: No change. This part adds 30% resistance.
- Boneboiler: This part was unable to be installed, this has been fixed. This effect places burning patches on the ground.
- Thunderglove: This power now drags all players into the Mega Destroid and disables all travel powers for a while when used.
Please format any bugs you find in the following format:
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Comments
- Foxbat doesn't follow players sometimes.
- The big presses that squish you can be flown through while they are down. They don't have any collision on their sides.
- Dr. D resets his health randomly during the fight to 1/3 or 2/3 for no apparent reason.
- Dr. D says stuff when he hits 2/3 health, but he says it twice and the dialogue lines overlap each other.
- Everything before Dr. D is totally wimp-sauce. Total steamroll fest compared to Dr. D.
Didn't see any geometry out of place or anything, lair looks intact in regards to that.
PS - plz make boss drop SCR for lvl 40 peeps o3o you was probably gonna do that already
My super cool CC build and how to use it.
First run he just stayed in the first room and never followed me through. I'll do it a few times to see if it happens again.
My super cool CC build and how to use it.
My super cool CC build and how to use it.
My super cool CC build and how to use it.
Give them more health so that repogramming is a faster alternative to dpsing them.
My super cool CC build and how to use it.
Tho in our testing on first run he got stuck on the Final Boss Room, being scared to the door but never moved after the battle
Ambient sound effects in the lair are too loud compared to background music and Foxbat's NPC voice. Foxbat should really speak up and ambient sound should be quieter.
"Foul Up the Forge" two initial objectives "Disable Temperature Sensors" and "Stop Crucibles" should both be available from the start instead of requiring "Disable Temperature Sensors" before "Stop Crucibles". The current progression forces slight backtracking and makes things a bit clunky since the area path is laid out as North Sensor to Fork to Crucible Controls and dead end or South Sensor and rest of map. The change would make map area and objective flow more natural.
Crucibles and lava deal very low damage and are hardly any added threat to the player. I'd suggest upping damage to 1k damage per tick while standing in lava or if hit by crucible lava to make those environmental hazards worth paying attention to. I'd also suggest increasing the size of the crucible lava attack area because right now its so small that players would likely never be hit by it and increase visual size because it is hardly noticeable right now and a player might get confused as to why they are taking 1k damage.
In the lower section of the first room, there is a group of enemies that endlessly respawns coming from the door that leads to the second room.
In the second room, the henchman that should be at the conveyor belt controls is not at the right position nor is it facing the correct direction. Screenshot below.
In the second room, the objective is "Destroy or Reprogram Fabricator Arms" but there doesn't seem to be a way to reprogram any of them.
There should probably be something somewhere that lets you know that you can reprogram fabricator arms if you have the appropriate level of Arms crafting skill.
In the second room, the stampers that you deactivate on the conveyor belt reactivate when you climb through to the third room.
In the third room, the ambient sound effects are way too loud again and should be lowered.
In the third room, the third and fourth assembly initiations do not spawn any groups of enemies.
In the third room, the objective "Initiat Robot Arm Assembly" has a typo in the word "Initiate". Screenshot below.
In the third room, the system message "Load the Hopper!" doesn't match the open mission objective "Heap the Hopper". Screenshot below.
In the fourth room, the henchmen on the platform in the middle of the room are all using nonexistent keyboards when they should be standing idle instead. Screenshot below.
In the fourth room, the open mission objectives do not capitalize the words "north" and south". Screenshot below.
In the final room, Foxbat ends up doing nothing and standing idle at the door. The Foxbat mission ends up being uncompletable.
In the final room, the environmental hazard damage from the crucibles is so low that it is pointless and unrewarding for the player to bother with that mechanic of the fight. Suggestion is to make it worth some value to the encounter by increasing damage.
In the final room, there is a group of destroids on the scaffolding that potentially end up doing nothing through the whole fight if you don't bother them. It doesn't really make sense for them to be doing nothing during the boss fight while their leader is getting beat up so I'd suggest that if Fake Dr. Destroyer is ever aggroed or attacked, all enemies in the room should become aggressive.
In the final room, the first part of the robot to be installed, the Howlcannon Amplifier, installs in 35 seconds which doesn't leave the player with very much time to react and prevent it from being installed. I'd suggest that the timer be at least 60 seconds to completion.
Fake Dr. Destroyer does not say anything to the player nor does any voice play if the player manages to prevent "Howlcannon Amplifier" or "Ultra-Resonance Thunderglove" installation.
Fake Dr. Destroyer's Sparkstorm repel does not apply repel resistance stacks to the player.
Fake Dr. Destroyer annoyingly repeats all installation prevention messages and voice one after another after each of his 1/3rd HP phase changes.
Fake Dr. Destroyer repeats his HP phase change messages and voice twice for each change.
Fake Dr. Destroyer's HP regenerates back to 2/3rds HP after he phase changes at 1/3rd HP for the first time.
Fake Dr. Destroyer spawns two detached arms every time his HP is reduced to 1/3rd HP. This can result in four or more detached arms flying around the place. There should probably only be one pair of arms to ever spawn for the whole fight.
"Mega-Destroyer" should probably be "Mega Destroyer" for uniformity.
Mega Destroyer should be given a wireframe tell for his thunderclap.
Impervious and Durable mods would be good rewards to add to the lair.
There should probably be a respawn point near the last room so that the player does not have to run back from the start of the lair if they respawn.
Foxbat should probably be given readable speech bubble text to match his voice.
One line of Fake Dr. Destroyer's speech bubble text is "Pity you will not be alive to witness the cataclysm." when the voice actually says "Pity you'll not be alive to witness the cataclysm."
My super cool CC build and how to use it.
Reward loot table should be different depending on how many parts Mega Destroid installed (the more parts the better rewards). To compensate for that, in addition to the extra attacks, the Mega Destroid could gain additional Hp, Damage and Resistance per part installed. This would allow for people to disable the parts asap for a relatively effortless victory, or let Fake Dr install all parts for a self imposed hard mode challenge
If you are revising it I'd probably prefer it to be made for a 3 player team of level 28s, not worry about the scaling too much, and go all guns blazing on a 5 player Rampage/ Custom Alert version for level 35s and up.
Epic Stronghold
Block timing explained
I'm gonna venture a guess that that latter part is out of scope. Waaaaaay out of scope
What you should keep in mind is that this change, especially if they make it drop SCR for lvl 40s, is going to mean is that this is no longer a lair that will exclusively, or even commonly be run by just level 28s. What's gonna happen is someone will say "Hey anybody want to help my lvl 28 butt run Destroyer's Factory?" and then 4 lvl 40s are gonna say "Sure, I'll help you get me some quick easy Questionite ( and SCR )!" and then boom bam boom, done and done.
That's why making it scary tech is such a great idea, because it solves the real problem that Panta points out:
I know I'm sure gonna answer the call on the rare occasion that somebody mentions the lair in zone chat ^_^
My super cool CC build and how to use it.
Well, OK, but it would be good to try it in case any one is daft enough to try the mission as is.
I know. But I miss Rampages being a thing. And the Robot Factory is one of my favourite lairs in the game, what with having a proper plot and some objectives, different routes, side quests and stuff.
Ditto. MC Location should help, too. Ideally we should have a Scary Monster tech lair in each MC area - Kevin Poe, Medusa and that cool one with the psychic girl in the Argent HQ would be fun. I know, getting ahead of myself again.....
Epic Stronghold
Block timing explained
Heirloom is too luxury. You should test it from a new player perspective with green gears if you do end up doing it.
Epic Stronghold
Block timing explained
A character is actually potentially better equipped in green gear than they are Heirloom gear tho. So I guess we need to do a big survey among new players to find out what they're actually using around that level.
My super cool CC build and how to use it.
Green drops and quest rewards from westside and additional drops form doing alerts is my guess for most of them, or just drops and quest items if they're sticking with missions, and honestly anyone stumbling on the destroyer factory while leveling has probably been mostly doing missions.
Judging by the feedback in this thread, only sometimes does this happen. Causes him to restore his HP back up to a previous state at times (i.e. after knocking his arms off, he re-fires his 2/3 HP scripting, regrows his arms, and says his 2/3 HP line.) He also says the lines for every part of the MegaDestroyer you've managed to knock off, so a ton of overlapping dialog can happen.
If defeated during the final fight against Destroyer and you've aggroed the other destroids in the room, they will all be despawned when you return.
Lair needs some extra respawn points, running through everything to get back to the final fight's a pain.
Also Doc Destroyer just kiting constantly is annoying. Please tone it down.
Suggestion: Upon entering the lair, give players a mission briefing and a warning that the lair is not intended to be run solo and recommend that they form a team with a designated tank, healer, and dps.
Suggestion: Please make Leader Destroids stop self-destructing or make them deal AoE damage upon self-destruction.
In the first room, right after entering the lair, the groups of enemies guarding each of the interactables have an aggro range that is too large. This makes it so that teams are likely to get swarmed by all the groups even if they attempt to engage on just one group. Suggestion: Decrease the aggro range of enemies in the upper area of the first room.
This group in the lower area of the first room should stop infinitely respawning after the player finishes initiating "Emergency Shutdown".
"Laser Arm" in the lair should probably be renamed to "Fabricator Arm" to match the open mission indicator name.
In the second room, the destroid enemies guarding the stamper conveyor belt controls can aggro you through the fence. Suggestion: Decrease the aggro range of this group of enemies.
In the third room, Foxbat's movement AI gets him stuck behind one of the fabricator arms. To reproduce, initiate part assembly and allow Foxbat to engage the group of enemies that spawns. Defeat all enemies in the room. After all enemies are defeated, he will attempt to run back to a spot near the destroid leg part container, but will be unable to do so. Upon completing the third room, he will continue on to the fourth room, but after entering the fourth, he will be stuck attempting to run back to the same spot in the third room again. (There are actually a number of places Foxbat will attempt to go back to throughout the lair so his movement AI should probably be entirely reworked.)
Each time you move back to the third room from the fourth room, the door will explode again and explosion SFX will play. Reproducing this probably depends on the player's graphics settings. Explosions also reoccur at the door where Fake Dr. Destroyer enters the final room from and at each barrel explosion location in the final room. These replay each time you move to the final room from the previous room.
In the fourth room, the aggro leash and ranges of the Annihilator Bots that spawn from the assembly line are super weird. They can lose aggro on you as you move around the room.
In the fourth room, the Villain level Annihilator Bots that spawn from the assembly line spawn too quickly for players to deal with. Suggestion: Increase the time it takes for each one to assemble.
In the fourth room, the max cap of Villain level Annihilator Bots is too high. Suggestion: Decrease the cap to half of the current amount.
Fake Dr. Destroyer's Electrical Overload paralyze needs to be given a FREEM! tell indicator.
Fake Dr. Destroyer's Sparkstorm does not disable travel powers.
Detached Arm's KABOOM! tell attacks knock through block.
Fake Dr. Destroyer's <1/3rd HP phase AI only uses Laser Eyes and nothing else if you are further than 50ft away from him.
Suggestion: Change Fake Dr. Destroyer's movement AI to where he only moves if the player he is targeting is within 45ft of him so that players can still attack him with 50ft range powers without him moving around so much.
Mega Destroyer part installation times on the open mission indicator do not sync with the system messages that indicate that an installation is complete.
Mega Destroyer slides too much. Fix: Make him stop sliding so much.
Mega Destroyer's Pyre cooldown is too low. Suggestion: Increase cooldown so that the Pyre patches don't fill the room too quickly.
All of Mega Destroyer's Pyre patches disappear from the fight if a player is killed by them, but they should only disappear if the fight resets.
"Energy Shield Installation" should probably be renamed to "Boneboiler Firejet Fabricator Arm".
"Assembler Bot" should probably be renamed to "Destreum Chest Plate Fabricator Arm".
"Sonic Blaster Installation" should probably be renamed to "Howlcannon Amplifier Fabricator Arm".
"Sonic Stun Installation" should probably be renamed to "Ultra-Resonance Thunderglove Fabricator Arm".
"Missile Rack Installation" should probably be renamed to "Particle Beam Shoulder Cannon Fabricator Arm" because that is what Fake Dr. Destroyer's voice calls them. The open mission objective should also be changed from "Shockburst Shouldercannon Installation" to "Particle Beam Shoulder Cannon Installation".
Mega Destroyer using his eye beams on groups of barrels in attempt to get the barrel explosions to damage the players near the barrels are not harming the player.
You can cause Mega Destroyer to stop his attacks by utilizing the ramp in the room to hide from him. Fix: Make his attacks ignore line of sight.
You can currently leave the final room during the boss fight. You can leave the final room back towards the previous room without having to wait for interaction time as well. Suggestion: Put an interaction time requirement so that the player can be interrupted from moving rooms.
Suggestion: Fix everything above then create a second appropriate difficulty Epic lair with drops that would incentivize players to run it. Recommend giving 5 SCR/2 GCR and 500 Questionite Ore per completion up to 3 times per day and a chance to get the Portable Fabricator Arm legendary device.
If you bring a ranged tank, he will behave for as long as the tank keeps aggro. In this way, a team is strongly incentivized to bring a ranged tank as they will outperform a melee tank in making the fight smooth. I think this difference creates a positive shift in meta away from melee tanks being the overwhelmingly dominant choice for 1v1 tanking.
Lair Boss to be an annoyance to players that bring the most common form of tank, though. That's not encouraging variation in build or gameplay, it's just being clever-clever.
So, if encounters that encourage bringing a different type of tank aren't the solution, then what is?
My super cool CC build and how to use it.
Make one which encourages the use of a different type of Tank without being irritating to anyone who brought the usual Melee kind? The issue is about too much movement, not a demand to make the boss immobile. I'm sure it's possible to accommodate everyone, which is normally the best way forward.
Of course, there are intermediate solutions; the problem isn't just a kitey boss, it's a kitey boss in a room with obnoxious geometry, so get rid of some of the annoying cruft in the room and it would be better.
Epic Stronghold
Block timing explained