test content
What is the Arc Client?
Install Arc

Feedback Thread: Enemy Changes

kaiserin#0958 kaiserin Posts: 3,085 Cryptic Developer

FC.31.20200109.1

New Shadows
  • Fixed an issue where the melee attacks used by this group had a range of 5ft instead of 10ft.
  • Bloodgorgers will now more reliably use their Vampiric Rage buff.
  • Bloodgorgers now use the Tear Down power.
  • Bloodgorgers now use the Pounce power.
  • Immortals now use the Veil of Darkness power.
  • Many New Shadows now use the Deadly Bite ability, which applies Deep Wound that deals damage over time based on the number of bleed stacks on you.
  • Updated visuals on many New Shadows abilities.



Misc
  • Enemy damage over time effects now deal damage as one clump instead of individual hits for each stack.



Please format any bugs you find in the following format:
Bug
Where it happens
What happens

BBCode:
[color="#ff0000"]Bug
Where it happens
What happens[/color]

HTML:
<font color="#ff0000">Bug
Where it happens
What happens</font>

Please format any suggestions you have in the following format:
Suggestion
Your suggestion

BBCode:
[color="#4a86e8"]Suggestion
Your suggestion[/color]

HTML:
<font color="#4a86e8">Suggestion
Your suggestion</font>

​​

Comments

  • lezard21lezard21 Posts: 1,510 Arc User
    Cool. A Therakiel Temple revamp in the near future maybe? The Horrors group are currently significantly harder than even the bosses, so it's nice to see other groups getting worked on.​​
  • qawsadaqawsada Posts: 739 Arc User
    edited January 2020
    I am pretty sure this is for death rattles. The Deep Wound seem to be applying from most vampire except Bloodgorgers.
  • avianosavianos Posts: 6,028 Arc User
    edited January 2020
    Hmm this will make Vibora bay both more Interesting and incredible Obnoxious consider the terrible mission-design (Kill x number, huge empty lairs, fetch quests)
    So yeah this update doesn't take in consideration the existing outdated missions​​
    POWERFRAME REVAMPS, NEW POWERS and BUG FIXES > Recycled Content and Events and even costumes at this point Introvert guy who use CO to make his characters playable and get experimental with Viable FF Theme builds! Running out of Unique FF builds due to the lack of updates and synergiesPlaying since 1 February 2011 98+ Characters (7 ATs, 91 FFs) ALTitis for Life!
  • If this is for the new death rattle then I'm pleased to see vampires being featured.
  • warcanchwarcanch Posts: 1,075 Arc User
    Sanguinarians have always IGNORED NttG. Do they abide by the rules now?​​
    .

    -=-=-=-=-=-(CO in-game handle: @WarCan )-=-=-=-=-=-
    "Okay, you're DEAD, what do you do NEXT?"
  • avianosavianos Posts: 6,028 Arc User
    edited January 2020
    Immortals now have access to Trauma, which they apply along with Deep Wound in a better animated bite power

    But now Sanguinarians are FABULOUS

    vOtztw3.png​​
    POWERFRAME REVAMPS, NEW POWERS and BUG FIXES > Recycled Content and Events and even costumes at this point Introvert guy who use CO to make his characters playable and get experimental with Viable FF Theme builds! Running out of Unique FF builds due to the lack of updates and synergiesPlaying since 1 February 2011 98+ Characters (7 ATs, 91 FFs) ALTitis for Life!
  • I like the new hair.
  • avianos wrote: »
    Hmm this will make Vibora bay both more Interesting and incredible Obnoxious consider the terrible mission-design (Kill x number, huge empty lairs, fetch quests)
    So yeah this update doesn't take in consideration the existing outdated missions​​

    I hope a new AT is released with this - some kind of vampire hunter.
  • bluhmanbluhman Posts: 2,410 Arc User
    warcanch wrote: »
    Sanguinarians have always IGNORED NttG. Do they abide by the rules now?​​

    It could be the case that they're just using an 'always flying' stance like Manimal Birds and Hypnotists do. They might look like they're flying but are actually just walking? Then again usually when one of those enemies are affected by a knockback their fall-down animation makes it look like their spine just breaks entirely and we all know how strangely adverse the current dev team is to any and all visual bugs despite the current track record.
    How to block a user with μblock:
    forum.arcgames.com##.Comment:has(.CommentHeader:has-text(username))
    
  • Hey can the New Shadows also drop the Bloodgorger head as a rare costume?
  • avianosavianos Posts: 6,028 Arc User
    edited January 2020
    Hey can the New Shadows also drop the Bloodgorger head as a rare costume?
    This out of topic
    Vampire Long Jaw has been account wide costume reward for Defeating 1000 New Shadows (Tenebrous)
    Chthonic Hunter (5000 New Shadows) rewards you with the Vampire Monster (the head Immortals use)​​
    POWERFRAME REVAMPS, NEW POWERS and BUG FIXES > Recycled Content and Events and even costumes at this point Introvert guy who use CO to make his characters playable and get experimental with Viable FF Theme builds! Running out of Unique FF builds due to the lack of updates and synergiesPlaying since 1 February 2011 98+ Characters (7 ATs, 91 FFs) ALTitis for Life!
  • warcanchwarcanch Posts: 1,075 Arc User
    bluhman wrote: »
    warcanch wrote: »
    Sanguinarians have always IGNORED NttG. Do they abide by the rules now?

    It could be the case that they're just using an 'always flying' stance like Manimal Birds and Hypnotists do. They might look like they're flying but are actually just walking? Then again usually when one of those enemies are affected by a knockback their fall-down animation makes it look like their spine just breaks entirely and we all know how strangely adverse the current dev team is to any and all visual bugs despite the current track record.

    But when they're hovering in the air and I hit them with an NttG, they should fall. They don't.​​
    .

    -=-=-=-=-=-(CO in-game handle: @WarCan )-=-=-=-=-=-
    "Okay, you're DEAD, what do you do NEXT?"
  • kaiserin#0958 kaiserin Posts: 3,085 Cryptic Developer
    Many enemies have innate flight, which cannot be removed. This isn't going to change, but we may be able to give them an icon indicating that they cannot be grounded.​​
  • warcanchwarcanch Posts: 1,075 Arc User
    Sounds reasonable.​​
    .

    -=-=-=-=-=-(CO in-game handle: @WarCan )-=-=-=-=-=-
    "Okay, you're DEAD, what do you do NEXT?"
  • avianosavianos Posts: 6,028 Arc User
    edited January 2020
    Many enemies have innate flight, which cannot be removed. This isn't going to change, but we may be able to give them an icon indicating that they cannot be grounded.
    Can't you just make it so Nail to the Ground against those enemies work like Gravity debuff?
    It's really obnoxious for Melee builds​​
    POWERFRAME REVAMPS, NEW POWERS and BUG FIXES > Recycled Content and Events and even costumes at this point Introvert guy who use CO to make his characters playable and get experimental with Viable FF Theme builds! Running out of Unique FF builds due to the lack of updates and synergiesPlaying since 1 February 2011 98+ Characters (7 ATs, 91 FFs) ALTitis for Life!
  • jaazaniah1jaazaniah1 Posts: 5,428 Arc User
    avianos wrote: »
    Hmm this will make Vibora bay both more Interesting and incredible Obnoxious consider the terrible mission-design (Kill x number, huge empty lairs, fetch quests)
    So yeah this update doesn't take in consideration the existing outdated missions​​

    Yeah, the killing 50x, 20x will be more annoying (maybe the XP will be buffed to compensate???), but aren't there some crypts where we can just speed run past them to get to the end part of the mission?
    JwLmWoa.png
    Perseus, Captain Arcane, Tectonic Knight, Pankration, Siberiad, Sekhmet, Black Seraph, Clockwork
    Project Attalus: Saving the world so you don't have to!
  • avianosavianos Posts: 6,028 Arc User
    edited January 2020
    jaazaniah1 wrote: »
    Yeah, the killing 50x, 20x will be more annoying (maybe the XP will be buffed to compensate???), but aren't there some crypts where we can just speed run past them to get to the end part of the mission?
    Yes, the Mission "Abyss Family Robinson" where you have to defeat Clark Robinson at the end of the Crypt!
    The mission has a time limit and you can skip everything and go straight to the Final Boss
    One of the few expections in VB mission design

    The same you can do in the Mission where you Rescue Sapphire from getting Mind controlled to get married buuuuuut then you are forced to fight every mob with her while escorting her to the exit

    Also thanks for reminding me that the XP from Vibora Bay missions is aweful​​
    POWERFRAME REVAMPS, NEW POWERS and BUG FIXES > Recycled Content and Events and even costumes at this point Introvert guy who use CO to make his characters playable and get experimental with Viable FF Theme builds! Running out of Unique FF builds due to the lack of updates and synergiesPlaying since 1 February 2011 98+ Characters (7 ATs, 91 FFs) ALTitis for Life!
  • aesicaaesica Posts: 2,537 Arc User
    Many enemies have innate flight, which cannot be removed. This isn't going to change, but we may be able to give them an icon indicating that they cannot be grounded.​​
    That's kind of a shame, but at the same time, I get it for some foes. It'd just be nice to see more use for NttG outside PvP (which the majority of players doesn't participate in I suspect)
    (Hopefully) Useful CO Resources: HeroCreator (character planner), Cosmic Timers/Alert Checklist, Blood Moon Map, Anniversary Cat Map, and more (eventually, anyway).
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    aesica wrote: »
    That's kind of a shame, but at the same time, I get it for some foes. It'd just be nice to see more use for NttG outside PvP (which the majority of players doesn't participate in I suspect)
    The unfortunate other half of flight being unremovable for some targets is that NPCs whose flight can be removed are usually unable to figure out how respond.
  • aesicaaesica Posts: 2,537 Arc User
    The unfortunate other half of flight being unremovable for some targets is that NPCs whose flight can be removed are usually unable to figure out how respond.
    I actually figured it was something like that. While one part of me thinks it'd be cool to have it be useful in more situations than just cybermind's probes, I'm also okay with being able to ignore that advantage. :)
    (Hopefully) Useful CO Resources: HeroCreator (character planner), Cosmic Timers/Alert Checklist, Blood Moon Map, Anniversary Cat Map, and more (eventually, anyway).
  • mordray001mordray001 Posts: 218 Arc User
    As a meleeist, I have 0 ranged characters, NttG is ridiculously vital to me for getting mods out of the air to kill... especially when some might/force nut decides that the best opener is to scatter every NPC rather then group and slaughter them... The other options are just crap as the knock-to's are more often than nought resisted by the nature of flight and the AI which tries to return to its former location...
  • metalheart#4270 metalheart Posts: 1,089 Arc User
    Will different mob factions get updated skills in time? I would like to see the put up a proper fight and not just hit really hard or have plenty damage resistance. I'm talking about stuff like a better fight system where the NPCs have a Smarter AI. It would be better if people would have to use there brains to take em down.
    nJ54tmw.gifThis Is The Ghetto Gothix
  • mordray001mordray001 Posts: 218 Arc User
    The more dynamic you make the fights the more impactful you make net latency... which in this case is purely selfish as I never get less than 90 and frequently ride around 200... which is one reason I favor durable toons as they are by their nature more forgiving to the latency levels I have.
  • aschershadowaschershadow Posts: 39 Arc User
    So is the "Immortal Curse" buff that Immortals can get gonna be looked at? The description says its meant to lifelink with the target so damage is shared, but it just seems to give massive regeneration to the Immortal, or am I just doing and/or understanding it wrong?
  • criswolf09criswolf09 Posts: 748 Arc User
    Bug
    New Shadows enemies who have access to their version of Vile Breath
    They are stacking deadly poison.
    Useful Guides about Archetypes and General Gameplay of the Game Click Here
  • qawsadaqawsada Posts: 739 Arc User
    Yeah, so tell me, are the Bloodgorgers' defiance going to be a thing in GRAB and SMASH alerts? The Immortal ones are bad enough since you can't kill them if you didn't kill them fast enough. I can't imagine levelers trying to kill that AND Defiance 6 GIANT Bloodgorgers.
This discussion has been closed.