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FC.31.20200512.12 - Therakiels Temple Changes/Fixes
Therakiels Temple
- Fixed an issue with Therakiels Cutscene triggering too often.
- Fixed various occlusion issues in the New Shadows wing of the lair.
- Added a PTS only warp option on Juryrig to go to Vibora Bay.
- Fixed an issue where many area attacks could affect players outside of the boss room.
Bosses
Valerian Scarlet
- Her Soul Sigils have a wider area effect.
- Fixed a bug where her sigils were not applying a debuff if they exploded.
- Her Soul Beam attack will break block if too many ticks of it are blocked.
- Now has flight.
- Known issue: Valerian can still occasionally get stuck talking, waiting for a minute will put her into combat.
Black Fang
- Tries to keep his target in melee more aggressively.
- Blocking his attacks too often will give him the ability to disable blocks.
- Summons additional Vargulf.
Baron Cimetiere
- FX adjustments for his shield abilities.
- Summons harder enemies at low health.
- Curse explosion no longer affects enemies.
- Fixed an issue where Baron would move from his island.
Vladic Dracul
- Fixed a bug where Stakes were not removing his Curse of Black Blood effect.
- Adjusted his Curse of Black Blood effect to deal considerably more damage to the affected player.
- Gave him a new ranged attack that acts similarly to his Hungering Maw attack.
- Increased targeting area for cages.
- This fight should properly reset now if players are defeated.
Therakiel
- Updated his Rift ability to follow players while active.
- His Dissonance ability can now only target players.
- Known issue: His light mechanic is still malfunctioning.
0
Comments
For Fang, the cyclone has a range, so you could just go out of that range and not get hit. Also, if the tank stands where the wooden stand platform is, this increase the elevation of the boss's whip, which in turn make it so we can outright ignore the whip because we are in a lower elevation/not in the wooden platform.
the mobs are certainly more crowded so that a plus. I like how we have to time the block for Fang's stomp or the block get disable. Mobs are more numerous, now. Fang has improved.
For Vlad, the healer complain about how the constant knockback is annoying him and figure this would make melee user harder to deal with the fight. The cage can be targetable and killed much easier this time around. Killing all cage won't respawn after you lose the fight. The curse work as intended: the tank take half the damage and vlad take half the damage. the dps's damage is effectively doing HALF the dps on Vlad. The stake work in regards to removing the curse.
Regardless, baron isn't easy to test because lolrespawn bug and we can't go through the invisible door leading to the angel, so he is out. That all I have for now
But yeah all three bosses are an upgrade compare to their last week counterpart.
Valerian Scarlet
Valerian Scarlet was absolutely perfect, the buff and fixes definitely did her justice.
-One issue though! She keeps sliding back every 3 seconds when you tank her at melee range, it doesn't make it harder it just makes it incredibly annoying to fight her which I feel takes away from the fun of the fight.
Black Fang
Liked the changes to his mechanics, but he's still pretty useless, barely does any damage at all, and the mobs are still not enough to be a threat.
If you do buff him please don't overdo it ;-;
Baron Cimetiere
Couple issues with this one.
- I like the visibility for the block, but they don't help the team predict what he will do, we still have to watch for the chat bubble, and it's very hard to see with everything going on.
- Very happy his disable damage was buffed but sometimes it detonates instantly after he applies it, and it blows up on everyone one shotting the dps and the healers.
- His disable still gets stuck sometimes and he'll disable the same person many times in a row. (Disclaimer I know the sigils do that we already figured out we need to move out of them I am referring to his regular disable)
- I'm all for his single target damage being buffed, but I think it was buffed a little too much, when he disables dodge tanks, they can't do anything for too long and get 1 shot.
Vladic Dracul
-people mentioned his curse was working as intended but it never once came up the times we tried it.
-Vladic's bite kept healing him even though the tanks were blocking way before hand. (And no it wasn't the tasty blood debuff you get from falling off the platform)
-Vladic's Reaper's Caress last hit is doing a stupid amount of damage on the melee dps standing behind boss, always one shotting, and he spams it like hell, leaving almost no window for attack.
-His reaper's caress is getting animation bugs where he skips the second hit entirely and goes for the third, making this even worse than it was..
-When he enraged it didn't feel like (oh this got harder) it was more like, yeah you're dead. Though I guess it woudn't be an issue if we could actually fight him and kill him before he enrages, but we can't cuz of the stuff I mentioned above.
Therakiel
Coudn't even access this one, killed the last statue but invisible wall blocking it. Think the statue is bugged.
Overall
-Yes we did ask for some buff to the damage on the bosses, but I feel like it was over-buffed, atleast for vladic and Baron. Please try to find a middle ground there or perhaps best to leave those two as they were (plus keep the new fixes to their mechanics)
-Black Fang's animations still bugged.
-I didn't want to be that guy, and I know it was very buggy but do consider keeping regular TT for those casual gamers that just want to complete their storylines or have fun with their friends. It does not need to have the same rewards.
All in all, this went from do-able but needs some work, to being a pain and not in the good way
Anyway, we are grateful you guys are actually working on this, and that we're getting new things, and I am still hopeful that this can be fixed.
Idk if you guys have deadlines but if you can, do consider delaying it's Live release if this needs more time to be worked on.
I apologize for my bad grammar.
first of all the skipping cutscenes mark was removed and we didn't find anything at Caliburn to skip them.
Valerian scarlet
she's much better than before and all of her powers works pretty well
her damage is perfect and her mobs can 1 shot the healer if he doesn't pay attention or buff her if they didn't get killed
the sigiles are a good addiction that you have to pay attention to
we did this as 3 dps for a run and 2 dps as another run and both we killed her before 10m so i didn't get to see her enrage but all the dps were full geared so i think the timer should be 15m to give a chance to other people who want to do it.
the only things that bothered us is how she consistently keep moving away from the main tank and he had to chase her around to be able to attack as well as the melee dps
Black fang
he's better than last time but his normal attack doesn't do much damage to the tank. his mobs need to be buffed a bit since they don't do much damage other than the 1/3 hp mobs. the block timing to his jumping power is perfect and you need to pay attention when to block.
Baron
this was the most fun fight of them all, it got everything it needs
having to pay attention to his dialogue, i think there should be an option to make it bigger since it can be hard to notice.
the swarming of zombies on the healer that either the OT have to take care of or the dps to kill them
the disable power which deals about 2-3k when you break off or you kill your teammate if you get near him, i think the the range need to be reduced to 5ft or less to make a space for 2 melee dps
not being able to res or self res made that fight much more fun
there's a bug when we get him to transform and we wipe, his health doesn't reset
Vlad
the blood curse worked as intended halving the damage of the dps and spiriting it between vlad and the MT and stake can take it off.
the third hit of his combo attack 1 shot the melee dps if not blocked and he use it almost all the time so it doesn't make it fair verses ranged dps.
no bugs so far other than the baron's one and not being able to get to therakiel due to the last statue's wall being invisible after we take him off, and sometimes at baron's entrance it randomly wrap one of us into the last respawn point
Epic Stronghold
Block timing explained
Sorry, did you mean Vladic?
Epic Stronghold
Block timing explained
GENERAL:
I ended up going through it on my Sentinel/Manipulation dodger again out of laziness. I didn't quantify that last time, so: full Virtuous set, R7s, and a bad build (PRE prime lol). One healer, three DPS, no off-tank. This time though I was genuinely challenged, which I liked.
VALERIAN SCARLET:
I think her new numbers are spot on. The end of her combo could down me outright if both my defense layers failed, yet the ramp-up through the combo was enough that I had the option of letting the preceding hits slip by if I needed to. I appreciated that I had to work to defend myself throughout the fight, but the damage wasn't so serious that there was no opportunity for calculated risks.
BLACK FANG:
A lot less intimidating than Val. I had him pegged as the "unstoppable force" of the TT bosses, but he's actually the easiest to tank! His damage and disruption are the weakest of the first four. Because our healer was quick on the draw, even our DPS could tank him in my place after Black Fang placated me.
BARON CIMETIERE:
This fight crossed the line from fun to kind of oppressive. More than the last build, it felt like we were rolling the dice until we got a favourable attempt. No specific person was at fault; we all made small, usually fatal mistakes. Though, this allowed me to see certain mechanics for how they really are. Somehow, he only cursed me a single time and I slipped free at a quiet moment. Between the detonation damage and the havoc his combo can cause, I wouldn't be confident in my survival. Having DPS with robust AoE, and being able to fit three of them in the team, is tremendous quality of life on this fight. But, even then, even on our closer attempts we barely would've had time to drop Cimetiere before he went berserk, right up until all three survived to the end in what was essentially a perfect run.
* It'd also be an incredible help to get a wireframe or something around the victim so we can know with clarity how to place ourselves. Matter of fact, I'd be pretty darn happy if it just had all the tells from that one QWZ Slug attack that also isolated you from your team.
VLADIC DRACUL:
Well, he was definitely more deadly when his combo finisher yeeted both of the melee DPS at once. This was the hardest fight to do with only one tank, and I'm hesitant to make sweeping suggestions because our team composition was a sort of challenge run, but I can say: it's frustrating how little control you have over it when it seems leaving close quarters as his target is so deadly. Condemnation begins, his combos destroy the rest of your team, I guess he only summons bats at a distance which are life-ending when the person he picks is you. . . yeesh!
THERAKIEL:
Unknown. A sticky barrier kept us from getting in.
Epic Stronghold
Block timing explained
I've been through v2 of this lair a couple times now, mostly as a tank. It's definitely worth nothing that in all of the runs I tanked, I performed both the MT and OT roles at the same time. My tank is the standard STR/Con Defiance build, though he is nearly almost maxed geared with R9 mods.
General
Valerian Scarlet
Val actually does things that matter now! Huzzah! Aside from her AI still bugging out and not activating immediately, I think Val's fight as is makes for a good starter fight. I really only have two suggestions:
Black Fang
Eh....I really don't have much to say about this fight still. He still is the easiest encounter in the lair. The changes here did make him harder, but it didn't feel like it by much. In all of my TT Epic runs, he is the one encounter we never wiped to.
Baron Cimitiere
This time around Baron was much harder, but not in a good way. I'll go into more detail below, but the short of it is that Baron can feel like a very downright unfair fight at times. A lot of times it felt like we were just rolling the slot machine, hoping for a good run of RNG where Baron's AI didn't decide to yeet the healer or DPS with a disable curse into voodoo block wombo combo. For a fight where there is no rezzing, death comes way too easily.
Baron's most problematic mechanic that causes the most trouble is that he can disable/snare a person right before he does an In/Out voodoo block. This can result in "unsolvable mechanic" in one of two ways: 1.) Since the player's TP will be disabled, this usually leads into a very easy and unavoidable death if they can't get to where they need to be quick enough. 2.) If the voodoo block is in and the player manages to get to Baron in time by some miracle....well now you have a ticking time bomb that's being forced to stand next to everyone else and Baron's reflective shield.
Vladic Dracul
Vlad's definitely harder now, and was a big challenge to try and solo tank (though that's on us for making it harder than it needed to be). Going through this fight once more has brought up some new thoughts and issues. Vlad's new ranged lifesteal definitely problematic as it is currently implemented.
Therakiel
Therakiel is currently inaccessible due to an invisible wall in his wing. So unfortunately I have nothing to report about Therakiel at this time.
We like the above posters like you are trying to make TT a dungeon that the tank isn't block locked, and the healer isn't healer locked. We like being able to take a hit, and blocking the multiple "booms" tells and some of the attacks.
However we represent the other side of the coin, our tank isn't special do both roles / R9 mods / meta / or game glitching build
Contrary to the other groups: Black Fang seemed the appropriate level of damage.
Val might have been doable, the blocking was getting a little high for the normal attacks. The bigger problem was the flight where she floated in to the black nothingness of the cave and couldn't be seen, sometimes dropping to the ground. A bit hard to track for us now with flight, or seeing with effects on her. Pushing the fight back to the block-lock, spam heal and hope level
Barron we couldn't find an off tank for, so couldn't test really well But we did get a bad bug
BARON BUG: Damage through block, no dots no attacks
[9:23] [Combat (Self)] Baron Cimetiere deals 4402 (4565) Dimensional Damage to you with Voodoo Block.
[9:23] [Combat (Self)] Baron Cimetiere deals 4949 (5112) Dimensional Damage to you with Voodoo Block.
Tank was just testing damage level while blocking, no one else was even in the room to make a dot, their shield doesn't do damage. Essentially insta death glitch.
As of now some of the bosses need fixes, we ran TT with Kaiserin to fix it so it's still a bit undoable even for us.
However from what I gather from your post it's not an issue with builds, I don't think you need meta or r9 to do this.
I think you guys went into an endgame lair without knowledge or preparation and you coudn't get past the mechanics. but it's okay because hopefully when this is fixed and comes out we could help you.
Yup, that's why we are running in and doing random stuff, to find what's not working and report. Same as last time, we didn't expect to "win", just went into break stuff and see what was up evaluate what we could with whoever was online in our "club of people". Everyone was endgame ready / played all of it (yes Eldy), we just restricted ourselves (purposely) with more lighter non-epic / still capable builds and slotting. Testing with builds/equipment we don't have seemed silly. Since we have no reference and probably won't be playing the lair with it.
We're not running with the Devs so they'll have to debug our bugs for the "oh this is boss mechanic X and the players didn't see the thing / or it wasn't working right". We don't have any info which is posted in the last posts, which is why reported what we though didn't seem right.
So RE Barron: Nope he didn't do an obvious thing, and nope it didn't one shot the tank, it just really hurt and seemed unfair/buggy .. and would one shot everyone else even blocking.
Things like Val going from "we can lock her on an island" to "nope we can't see her now she can fly" seem important to us too ;P
Also helps with the question above "what happens when the ATs play TT", so we can partially answer Jaaz's question
Con/Invuln tank could handle Fang itself, Val was a bit on the high side but the like we said "I cast 5k magic missile from the darkness" (or covered in cages/aoes) was the problem. Black NPC in a black cave problems. Baron they last about 15 seconds doing everything once the healer plopped on the floor, but expected (just wanted to see if he hit for 1k or 20k now). Not sure how our healer will shuffle both tanks + mechanics.
Radiant style healing (PRE/Seraphim/etc.) was fairly easy the pre-patch, but fell over easy to any damage. Not dying Improved once we got base mechanics down. We'll have to get them back in and test chains/sigils damage again to fully answer the question. Real problem was the bosses/adds going after them was really a problem since they were squish the first time. We really don't expect a positive improvement with "more damage" since lesser content can insta-kill the radiant fairly quick with rando-agro so we didn't re-test with healing auras.
Obvious statement: Switching from Seriphim buffs on the healer helped bit, going even more FF healers dominate easier, cause of option for having the "perfect choice" and switching buff. (? DUH ?)
Our DPS did OK, but we chose one of the more sturdy ones, They didn't do the "DPS math" very well to see how long it would take, but there's lots of resistance and DPS'ing for them to do, making the next spot the trouble point for the AT party
Theoretically we never decided what to do with the 5th spot (Tank/Off/DPS/Healer/???), needing both a healer/rever to pick people up and add buffs and a DPS to beat the timer or just go faster. Same was true for Telious though. Problem defiantly doubles up now with enrage timer + harder adds (Barron!). Give the all AT party have a 6th party slot, then we might be fine
Small things like Rev potions removed from existence don't help AT life here. Even with changes AT heals are laughable for solo content. Changes to game are not helping here, even shifting to Pay-to-win side. Like pop-tarts said, usually we just pull a hired gun who wanted to show off / help if we wanted a rare Telious however many years ago.
We didn't have her debugging or anything like that.
As for the AT thing, I'm certain a good tank AT and dps AT can run it, i'm not sure about the support AT's as i've never played one but from what I have heard from most people is that the support ones are not very good, I think they may get overwhelmed by the mobs.
Also I agree valerian's part is a little too dark could barely see there. even with bloom on high and all that. unless I put my brightness high but it just makes everything white.
For Baron, I think kai will fix the visuals and tells for his block, they're a bit odd right now, It is not like his traditional block, instead of just reflecting damage, it now also kills people within it's range, so if he says "come closer" run away if he says "keep your distance" stay close, or you will take all that heavy damage you mentioned there. that's the mechanic.
still, every tester is appreciated, and it's nice to have more people putting out the bugs and issues they find ^^
Epic Stronghold
Block timing explained
Epic Stronghold
Block timing explained