Official M16: Lair of the Mad Mage Dungeon Feedback

ncoreadev#4548
ncoreadev#4548 Member, Cryptic Developer Posts: 30 Cryptic Developer
Lair of the Mad Mage is a dungeon like you've never seen!

We would love to see any sort of feedback, but notes on environment collision and encounter difficulty would be greatly appreciated.

Thank you and enjoy!

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Formatting Your Feedback and Bugs

For posting feedback and bugs, please follow the following format to ensure your feedback and bugs are seen clearly and processed in a timely manner, thank you!

Type: Bug/Feedback (Please only choose one)
If you are listing a bug please have this text in RED, if you are posting an opinion or feedback please use CYAN. If you are replying to another user's post, asking a question, or just engaging in general discussion, please do not color your posts, general discussion is welcome and we will read all of it, regardless of color! You can use BBCode to color your text:

<font color=cyan>This text will display in cyan.</font> <font color=red>This text will display in red.</font>

Examples:
Bug: I can walk through all of the giant mushrooms in the Caterpillar's Den, no collision at all.

Feedback: I should be able to breeze thru the Graveyard of Souls, I'm a 80th level Cleric!
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Comments

  • thefabricant
    thefabricant Member, NW M9 Playtest Posts: 5,248 Arc User
    edited March 2019
    How do you progress past here?



    Also, this:


    Looks like a bug.
  • asterdahl
    asterdahl Member, Cryptic Developer Posts: 1,258 Cryptic Developer
    edited March 2019

    How do you progress past here?



    Also, this:


    Looks like a bug.

    There are absolutely some bugs with the bosses at the moment, and smash's damage is one of them. We're hoping to have most of the larger issues like that worked out soon.

    I'm surprised by your screenshot of the star field room, we played through the dungeon this week and didn't see a missing floor like that, I'll let the dungeon team know, a recent change must have broken it. I apologize for the inconvenience.
  • phoenira
    phoenira Member Posts: 35 Arc User
    edited March 2019
    Sometimes you can unlock the next respawn point which is behind closed doors. This is problematic, as you cannot advance the dungeon further, as you cannot complete the prior floor. You cannot go back then to the prior floor, as the door is closed. You have to redo the complete dungeon if no one of the group is still on the other side.

    You can see it here:

    - (01:39:20)The player died, and resurrected on the other side and we couldn't progress then...
    You can see it here as well:

    - (01:53:49) respawn point unlocked, but the door stayed closed.
  • greyjay1
    greyjay1 Member Posts: 163 Arc User
    There seems to be some scaling enabled inside the dungeon, even if you are at level 80 (the 80 is not in a blue font [scaled] )
    Here is a table that shows the stats of an Azure Enchantment outside and inside the dungeon.
    rank outside off/def inside off/def
    1 40 40
    2 80 80
    3 120 120
    4 180 180
    5 240 240
    6 300 300
    7 380 380
    8 460 460
    9 540 540
    10 640 620
    11 740 620
    12 840 620
    13 960 620
    14 1080 620
    15 1200 620
    However, the Utility part is not scaled.
    rank outside utility inside utility
    1 1,2% 1,2%
    2 2,4% 2,4%
    3 3,6% 3,6%
    4 5,4% 5,4%
    5 7,2% 7,2%
    6 9,0% 9,0%
    7 11,0% 11,0%
    8 14,0% 14,0%
    9 16,0% 16,0%
    10 19,0% 19,0%
    11 22,0% 22,0%
    12 25,0% 25,0%
    13 29,0% 29,0%
    14 32,0% 32,0%
    15 36,0% 36,0%

  • bitt3rnightmar3
    bitt3rnightmar3 Member, NW M9 Playtest Posts: 788 Arc User
    I just tried the dungeon. Most of it seems okay but I don't can't pick up anything about the final bosses mechanics at all. Either we somehow bugged the boss so he was untargetable and took zero damage or the mechanics to make him vulnerable that I don't know aren't working.
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  • bkjvk
    bkjvk Member Posts: 19 Arc User
    <font color=cyan> golems hits like a truck. As a barbie tank with 20% debuff on enemy i should be capable od surviving single attack from them, but wasnt, their single attack took down my shield (aswell as 250k HP)</font>
  • rhorndev#7057
    rhorndev#7057 Member, Cryptic Developer Posts: 14 Cryptic Developer
    phoenira said:

    Sometimes you can unlock the next respawn point which is behind closed doors. This is problematic, as you cannot advance the dungeon further, as you cannot complete the prior floor. You cannot go back then to the prior floor, as the door is closed. You have to redo the complete dungeon if no one of the group is still on the other side.

    You can see it here:

    - (01:39:20)The player died, and resurrected on the other side and we couldn't progress then...
    You can see it here as well:

    - (01:53:49) respawn point unlocked, but the door stayed closed.

    That's definitely a problem - I'll update that ASAP. Thanks for reporting!
  • rhorndev#7057
    rhorndev#7057 Member, Cryptic Developer Posts: 14 Cryptic Developer
    phoenira said:

    After the first boss. If you kill the boulders before you kill the first gatekeeper you cannot advance past the non-existing boulders to get to the second gatekeeper / to get to the next room. The map suggests killing boulders, but the boulders had been killed before and therefore are not there again.



    ---
    Edit: On our third try we couldn't start the first boss. We initiated the interact in the middle of the room (Arcturia) but after the video the boss did not appear. We could initiate the interact in the middle of the room again and start the video again. Skipping the video does not help. The dungeon could not be advanced and we had to abort it. Sometimes the boss appears after some video, sometimes not.

    Edit 2: For the first boss. After you kill the first boss you still maintain combat stance and cannot interact with the door. Only going to the side water (behind the 'windows' which disappear after defeat of first boss) manages that one person can interact without going into combat.

    Edit 2.5 For the second boss. After we restarted it the Power Output (x Gigawatts) did not reset and therefore the boss was pretty hard.

    Edit 3: For this room, the floor is missing, as mentioned before.


    Edit 4: For the third boss, after each player was killed, the boss did not reset. He only resets if every player is dead at the same time. But this does not work all the time (only one time it worked... the other time the boss did not reset at all. He remained untargetable, without Hitpoint Bar, etc. Sometimes the scorpions spawn, sometimes the boss deals his magnetic attacks or other attacks, but we cannot hit him... We aborted the dungeon after trying a lot of stuff to reset him :/)


    Edit 5: We managed to beat the final boss at a complete new try of the dungeon. I like the visuals of the dungeon, it looks great! But the mechanics of the last boss are pretty confusing, we couldn't figure it out. The first and second boss was nice, with good effects. The missing floor is strange. Some of the mobs hit pretty hard, but that was to be expected as we ran with green lvl 79 gear. I like the dungeon and hope that the remaining bugs will be resolved soon, especially of the last boss. I really liked the drops of legendary vanity pets, they look cute.

    Edit 6: We did the dungeon again. After the ads appeared (ads + boulders) (approx. 50% life left of the boss), the attack smash (according to ACT) hit me and my team mates for 1.2mio base dmg per hit (physical dmg / per person). This is way too much. Please adjust that attack, it is too powerful.
    The spawner do the Shockwave attack with 1.2mio dmg / 80k-400k dmg to teammates (the ads at that time). The one attack with 1.2mio dmg is too much. The other attacks with up to 400k dmg are too powerful as well, as the tanks was getting oneshotted as well. The ads were not possible to be killed by our group...


    Edit 7: A campfire to switch from single target loadout to AoE loadout would be appreciated after the second boss.

    Sorry for all the resets, but thank you for the detailed feedback. Most of these will be fixed in the next update. As something to help the missing floor, try running off the edge toward the door and you might still get warped to Trobriand.
  • nova#2306
    nova#2306 Member Posts: 140 Arc User
    You can actually complete and defeat the final boss with using glitch artifacts...

    I'm not sure this method is the actual mechanic.
    (it would be funny if the devs did something opposite of what you expect a mechanic to be)
    - but it's more than likely just a bug.

    You enter the fight as you would normally.
    Once you get the boss to around 25% health, he'll start his mechanic where he charges his Power.
    Do not destroy the 4 pillars at the corners of the room.
    It will take maybe a 1 minute or 2 for the bar to fill up.
    Let the boss one shot you.
    Scroll.
    Defeat boss.

    No need for Artifacts.

    Bugs:

    Inside of the M.C Escher Room: It's difficult for some classes to heal, and target enemies on the stairs

    Arcturia: After defeating the boss, all players are still in combat
    - you have to run back up to the stairs to get out of combat then run back to the door to progress
    - some players have been able to squeez through the door and open it

    After entering the M.C Escher room, some classes are able to bypass the first 2 fights, and jump over the stairs.
    It's not really a bug, but it does lower the amount of fights you have in the dungeon, and the dungeon already feels like there isn't a lot of fights in it. Just my opinion.

    After completing "Find A Way Past The Boulders" - After opening the door, there's a few seconds of nothing but darkness, then the area loads in. Happens every run.

    If you die at the Storm Kings Thunder area, it sends you back to a previous fire, but there's no room for you to progress, so I had to be kicked from the instance and re-invited to get to the next fire.

    When fighting the Boreworm, there's an immediate knock back attack that happens even while loading into the fight.
    sometimes you get 1 shotted other times you dont. Sometimes there's a red AoE other times there isn't.

    When fighting the scorpions in the Coil Room, players can just run past them. They won't follow.
    Not sure if that's how it suppose to be, but it defeats the purpose of them being there? - Unless I'm missing something..

    Stairs to reach the final boss are gone


    Feedback:

    I really love the attention to detail when it came to certain rooms in the dungeon.
    The inspiration from M.C Escher. The paintings on the wall with the glowing red eyes,
    that follow you like the Mona Lisa. This is probably one of the most visually pleasing dungeons.

    Throughout the dungeon, it felt like there was a lot of open spaces.
    The atmosphere of the dungeon felt huge, it felt big, but at the same time, it felt like there werent that
    many enemies to encounter. It felt like running from point A to point B just killing a mob there and a mob here.
    Maybe if more fights we're introduced?
    - I had an idea, where after you fight the Gorgon, walking down that narrow hallway.
    As a surprise tactic, it would be nice to have some enemies fall down from the ceiling, or even spawn enemies on both side of the hallway. Similar to the 2nd fight in Castle Never, where enemies spawn on opposite ends of the bridge. I think that would be awesome to have here as an additional fight.

    In the area that looks like Lair of Lostmauth, it would be cool to see Lostmauth flying around or something...
    there seems to be a lack of dragons in this dungeon..

    It's kind of weird to know that, we're in the Lair Of The Mad Mage, Halaster Domain, and we only see him once in the dungeon... we don't even get to fight him, or feel his presence in the dungeon. It feels like he's just there to be there to get people excited "Oh it's Undermountain Halaster" soon to realize you can't even interact with him, let alone fight him. A real let down.
    - I advise doing something similar to Cradle Of The Death God, and make a mechanic for this final boss, that is similar with the Acererak mechanic.

    I love this dungeon. Probably one of my favorites.
    But boy do I wish we had more enemies in this dungeon..
    I mean it's Halaster's Lair for Tymora's sake! He has hundreds if not thousands of different creatures from all over the planes trapped in this massive labyrinth! We gotta have more enemies.
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  • asterdahl
    asterdahl Member, Cryptic Developer Posts: 1,258 Cryptic Developer
    greyjay1 said:

    There seems to be some scaling enabled inside the dungeon, even if you are at level 80 (the 80 is not in a blue font [scaled] )
    Here is a table that shows the stats of an Azure Enchantment outside and inside the dungeon.

    rank outside off/def inside off/def
    1 40 40
    2 80 80
    3 120 120
    4 180 180
    5 240 240
    6 300 300
    7 380 380
    8 460 460
    9 540 540
    10 640 620
    11 740 620
    12 840 620
    13 960 620
    14 1080 620
    15 1200 620
    However, the Utility part is not scaled.
    rank outside utility inside utility
    1 1,2% 1,2%
    2 2,4% 2,4%
    3 3,6% 3,6%
    4 5,4% 5,4%
    5 7,2% 7,2%
    6 9,0% 9,0%
    7 11,0% 11,0%
    8 14,0% 14,0%
    9 16,0% 16,0%
    10 19,0% 19,0%
    11 22,0% 22,0%
    12 25,0% 25,0%
    13 29,0% 29,0%
    14 32,0% 32,0%
    15 36,0% 36,0%

    Thank you for the report! This is absolutely a bug, your enchantments should not be getting scaled.
  • asterdahl
    asterdahl Member, Cryptic Developer Posts: 1,258 Cryptic Developer
    phoenira said:

    After the first boss. If you kill the boulders before you kill the first gatekeeper you cannot advance past the non-existing boulders to get to the second gatekeeper / to get to the next room. The map suggests killing boulders, but the boulders had been killed before and therefore are not there again.



    ---
    Edit: On our third try we couldn't start the first boss. We initiated the interact in the middle of the room (Arcturia) but after the video the boss did not appear. We could initiate the interact in the middle of the room again and start the video again. Skipping the video does not help. The dungeon could not be advanced and we had to abort it. Sometimes the boss appears after some video, sometimes not.

    Edit 2: For the first boss. After you kill the first boss you still maintain combat stance and cannot interact with the door. Only going to the side water (behind the 'windows' which disappear after defeat of first boss) manages that one person can interact without going into combat.

    Edit 2.5 For the second boss. After we restarted it the Power Output (x Gigawatts) did not reset and therefore the boss was pretty hard.

    Edit 3: For this room, the floor is missing, as mentioned before.


    Edit 4: For the third boss, after each player was killed, the boss did not reset. He only resets if every player is dead at the same time. But this does not work all the time (only one time it worked... the other time the boss did not reset at all. He remained untargetable, without Hitpoint Bar, etc. Sometimes the scorpions spawn, sometimes the boss deals his magnetic attacks or other attacks, but we cannot hit him... We aborted the dungeon after trying a lot of stuff to reset him :/)


    Edit 5: We managed to beat the final boss at a complete new try of the dungeon. I like the visuals of the dungeon, it looks great! But the mechanics of the last boss are pretty confusing, we couldn't figure it out. The first and second boss was nice, with good effects. The missing floor is strange. Some of the mobs hit pretty hard, but that was to be expected as we ran with green lvl 79 gear. I like the dungeon and hope that the remaining bugs will be resolved soon, especially of the last boss. I really liked the drops of legendary vanity pets, they look cute.

    Edit 6: We did the dungeon again. After the ads appeared (ads + boulders) (approx. 50% life left of the boss), the attack smash (according to ACT) hit me and my team mates for 1.2mio base dmg per hit (physical dmg / per person). This is way too much. Please adjust that attack, it is too powerful.
    The spawner do the Shockwave attack with 1.2mio dmg / 80k-400k dmg to teammates (the ads at that time). The one attack with 1.2mio dmg is too much. The other attacks with up to 400k dmg are too powerful as well, as the tanks was getting oneshotted as well. The ads were not possible to be killed by our group...


    Edit 7: A campfire to switch from single target loadout to AoE loadout would be appreciated after the second boss.

    The final boss has some serious issues on the current preview build, I apologize for that! The designer working on him has already made some changes, and some of her changes should make it into the build for this week. Thank you so much for taking the time to play through the dungeon on preview and provide your feedback!
  • thefabricant
    thefabricant Member, NW M9 Playtest Posts: 5,248 Arc User
    At this point I have ran LoMM quite a few times, most of them without using buggy artifacts and in the case below, using augments as well.

    Here are some videos of 1 of my experiences with the bosses in LoMM:
    Boss 1:

    Boss 2:

    Boss 3:


    And here are some screenshots from ACT+the combat log for those interested:
    Boss 1 Total Damage:

    Boss 2 Total Damage:

    Boss 3 Total Damage:

    Combat Log:
    http://s000.tinyupload.com/download.php?file_id=09793246022190757417&t=0979324602219075741709197


    Frequently Encountered Bugs within LoMM:

    Boss 1:
    1) When you initially activate the boss fight, often the boss will not be summoned into the arena and you will need to activate the fight again.
    2) When the fight ends you will remain in combat and you will need to die in order to open the door.
    3) Before the first mimic phase it looks like the boss does far too much damage relative to player hp.

    Boss 2:
    1) Sometimes the boss does not appear when you activate the arena.
    2) If it does appear, it will kill you the very moment it appears with a 300k hit with no opportunity to react.
    3) When you die the overcharge does not reset, making the fight impossible after failing a certain number of times.
    4) Slam does too much damage.
    5) Sometimes, the boss appears to get locked into casting a single power and when spend the entire of combat just channeling the long distance shock AoE.

    The stargate is impossible to pass without bugging movement speed.

    Boss 3:
    When the pillars phase begins, the boss becomes immune and if you destroy the pillars he remains immune indefinitely.



    My impressions of the first boss:
    • The best way to deal with this is to divide up and have 1 person kill each mimic, essentially camping their spawn spots.
    • This prevents the golems from spawning.
    • When the arrows occur, group up.

    My impressions of the second boss:
    • I think you are supposed to split up and prevent the rocks from reaching the boss, thus reducing his charge.
    • The tank stays close range, every DpS that can stand at range does stand at range.
    • Not sure if I missed anything, still in the process of learning this boss and it is very buggy.
    My impressions of the third boss:
    • No real clue what to do here, this boss is so buggy that it seems impossible to finish it without scrolling at 1 phase and not doing mechanics.
    • The Scorpions heal depending on charge from the coils on the ground.
    • We could not find a good way to kill them.
    In my opinion this dungeon, once the bugs have been fixed, is likely going to be too easy. I recommend toning it upwards.
  • dressroba
    dressroba Member Posts: 70 Arc User
    the boss for arcturia is bugged , if you wait on cutscene it doesn't start , it only worked for me once when i skip the cutscene but after stop working .
    https://ibb.co/vzD3yZY
  • thefabricant
    thefabricant Member, NW M9 Playtest Posts: 5,248 Arc User
    Here is a complete run of LoMM, we had to scroll to do the pillars mechanic as if you actually kill them, the boss becomes immortal:
  • draugkir
    draugkir Member Posts: 99 Arc User
    dressroba said:

    the boss for arcturia is bugged , if you wait on cutscene it doesn't start , it only worked for me once when i skip the cutscene but after stop working .
    https://ibb.co/vzD3yZY

    Sometimes, even skipping it bugs it and the fight doesnt even start.
  • athena#9205
    athena#9205 Member Posts: 575 Arc User
    The intro sequence is off timed. it seemed the transitions changed before the speech finished prompting the next dialog to overlap the previous one. Also one of the 'guests' had dialog but no sound speech.

    As for the portal sequences they overlapped too, which was very confusing.
  • athena#9205
    athena#9205 Member Posts: 575 Arc User
    edited March 2019
    .. moved to general ..
    Post edited by athena#9205 on
  • thefabricant
    thefabricant Member, NW M9 Playtest Posts: 5,248 Arc User
    I cleared the foyer but the quest state did not update.

  • rhorndev#7057
    rhorndev#7057 Member, Cryptic Developer Posts: 14 Cryptic Developer

    I cleared the foyer but the quest state did not update.

    Thanks thefabricant, I'll take a look. It might be a Will-o'-Wisp somewhere? They tend to blend in with the environment a bit.
  • thefabricant
    thefabricant Member, NW M9 Playtest Posts: 5,248 Arc User

    I cleared the foyer but the quest state did not update.

    Thanks thefabricant, I'll take a look. It might be a Will-o'-Wisp somewhere? They tend to blend in with the environment a bit.
    If it was a wisp, it was somewhere very far away from the Foyer, since I was not in combat regardless of where I walked.
  • trgluestickz
    trgluestickz Member Posts: 1,136 Arc User
    I have so far been unable to get through this dungeon, I've tried several times but I always get stopped at the first boss due to bugs. The first several attempts, I would get to the part that says "clear the foyer" and I would do so. After doing this, the quest line would just continue to say "clear the foyer" and the door to the first boss fight room wouldn't open. I then found out that if I die too close to that door, it puts me in the campfire in the same room as the boss. The door remained closed and the first boss was non-interactable.

    Today, I managed to get past the clear the foyer quest for the first time and open the door but the boss was still bugged and the fight couldn't be started. I was able to interact with the boss this time and she would do the party countdown and cutscene. After the cutscene ended, the boss would immediately reset to how she was before I talked to her and ask you to talk to her again. I tried this over and over again but the boss fight never started and I had to abandon the dungeon again.
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  • dressroba
    dressroba Member Posts: 70 Arc User
    ench, runestone , wep ench are bugged in this dungeon , my runestone give 300 stats my black ice 320 on main stats and my vorpal 10% in place of 50% . looks like some kind of scaling problem in the new dungeon that should be lvl 80 with no scaling .
  • manipulos
    manipulos Member Posts: 235 Arc User
    edited March 2019
    Bug: Something is wrong with my stats trying to run this dungeon right now. My stats were dropping by 10K, then they were cut in half. At that point I can't fight, I'm doing very little damage and taking a lot of damage.

    Edit: I logged out and logged back in and it fixed it for now.

    Edit 2: It's back again, my stats keep dropping in the middle of combat, can't get past the first boss. No clue what is causing it, might be something wonky with scaling, it's the same thing that happens when my character is in Yawning Portal Inn even though he still shows at level 80. For example, Awareness will drop from around 32K down to 17K
    Post edited by manipulos on
  • oremonger#9999
    oremonger#9999 Member Posts: 213 Arc User
    Stats fluctuate wildly in this dungeon, sometimes more than 10k. Between fights they would jump back up a bit but not nearly what they are supposed to be and then as soon as combat starts they drop again.

    I also swear I saw a mob heal from almost no health to 3/4 full right as I was hitting him. It was like I was actually healing it instead of damaging it if that makes any sense at all.
  • nisckis
    nisckis Member, NW M9 Playtest Posts: 655 Arc User
    Level 80 enemy stats is 24000 and Lair of the Mad Mage enemy stats are 32000 which is a level 88 equivalent. That's quite a very big difference between doing open world and expedition missions and the campaign dungeon.
    Furthermore, the difference is so big (8000 points in every stat) that you can't use the same configuration for both so:

    Either we have to get double equipment, one for the dungeon and another for everything else.
    Or we have to equip for the dungeon and waste 8000 points per stat when we are not in the dungeon.
    A third one would be going with a lack of 8000 points in every stat in the dungeon, but that way you would be kicked mostly for sure.

  • rjc9000
    rjc9000 Member, NW M9 Playtest Posts: 2,398 Arc User
    edited March 2019
    Feedback

    I'm not a huge DnD junky like some of the other posters, so I can't really comment about what scenery "accurately" represented the tabletop experience or who should have been included in the dungeon.

    Mobs
    Standard fare as far as things went, not too many problems I noticed. Fight time was ~7-10 minutes.

    The shadows on the path to boss 1 need to stop respawning.

    This creates a problem where one of your party members might die, respawn, and try to rendezvous with the rest of the team. Then, a respawned shadow grabs them and forces the rest of the team to backtrack. It is a very odd pace killer and isn't much fun.

    The slow on the swamp/grass monsters is ridiculously strong and undodgeable.

    The attack that causes the slow is undodgeable. Then, the slow's effects are so potent that you cant dodge any more of their basic attacks and creates a feedback loop where you get slowed once, then can't dodge, and just get repeatedly slowed and can't dodge any more attacks.

    While those enemies only showed up once in the entire dungeon, it's a very annoying fight.

    Boss 1

    Aside from the mimics and the boss teleporting around, this boss felt more like a Mod 15 boss: run in and beat them down without needing to do much else.

    Boss 2

    The falling rocks have a huge hitbox, far larger than that of live and it makes the fight near impossible.

    Given the rate at which they drop, you can't really dodge them without expending all of your stamina, which leaves you open for another salvo of rocks. I don't mind having to dodge attacks, but when the AoE indicator is the radius of the actual boss, there. (Also worth noting that there are other dungeons that have this weird hitbox disparity, see the spiders in EToS which have these huge jumping AoEs)

    The mechanic where your team has to stand together and absorb the lightning is not properly balanced, the DoT hits way too hard relative to player defensive stats & healing output.

    Even when every player in the team was standing together, under the effects of Knight's Valor & healer Paladin's Absolution (and shielding the hits), and having the OP heal us, we all died after the second hit. It's also worth noting that it's not very easy to stick together with the ridiculously large falling rock AoEs.

    I think this boss might have too much HP.

    Given the above issues, we couldn't progress past this boss, so in order to test the rest of the dungeon, we decided to use the "features" in some items. However, what we noticed is the boss seems to have a lot of HP, comparable to a Mod 14 boss with inflated HP to match the power creep, but not properly scaled for Mod 16 player damage.

    We had players using one of the artifacts that deal 28 million damage and it barely dented ~1/10th of the boss's HP bar. The only noticeable dent was when one players' Slyblade Kobold hit the boss for 80 million and that wiped out ~1/3rd of the boss' HP.

    I know Lair is supposed to be hard, but the estimated ~300 million HP will kill the pace of the dungeon where players spend half the run's time slowly chipping this boss. Aside from mechanics issues, I think reducing the boss' HP to half of that of the current build will be hard enough for most teams, but not slow to the point where players get bored of slowly killing the boss just to progress.

    Boss 3
    Didn't notice much out of the ordinary or buggy. We went in, the tank aggro'd, the OP healed, the DPSers damaged, and we emerged victorious after ~10-15 minutes.

    The only problem I had was that the positive and negative charge mechanic wasn't foreshadowed well at all.

    What I noticed was the boss puts a charge on us and after a few seconds, he sends us flying to the electrified part of the arena. It wasn't clear what the positive and negative charges were supposed to do other than flavor.

    Overall, the experience was pretty good.

    The dungeon was well paced aside from boss 2, most of the enemies were hard but fair, and most of the bosses didn't feel overwhelming frustrating like discount dracula.


  • dressroba
    dressroba Member Posts: 70 Arc User
    if you die in the fire area u get send back to the start of the dungeon , so i guess campfire not working for that area .
    last boss seem to crash the game sometimes .
  • asterdahl
    asterdahl Member, Cryptic Developer Posts: 1,258 Cryptic Developer
    nisckis said:

    Level 80 enemy stats is 24000 and Lair of the Mad Mage enemy stats are 32000 which is a level 88 equivalent. That's quite a very big difference between doing open world and expedition missions and the campaign dungeon.
    Furthermore, the difference is so big (8000 points in every stat) that you can't use the same configuration for both so:

    Either we have to get double equipment, one for the dungeon and another for everything else.
    Or we have to equip for the dungeon and waste 8000 points per stat when we are not in the dungeon.
    A third one would be going with a lack of 8000 points in every stat in the dungeon, but that way you would be kicked mostly for sure.

    We are looking at potentially making adjustments to stats, but there will absolutely be a gap between the open world and group content. I don't think you need to worry about wasting some stats in the open world, as you should have no trouble with that content if you can play in the hardest group content, but I do understand that some players will feel that they have to be getting the most out of every item level, even in easier content.
  • asterdahl
    asterdahl Member, Cryptic Developer Posts: 1,258 Cryptic Developer

    Stats fluctuate wildly in this dungeon, sometimes more than 10k. Between fights they would jump back up a bit but not nearly what they are supposed to be and then as soon as combat starts they drop again.

    I also swear I saw a mob heal from almost no health to 3/4 full right as I was hitting him. It was like I was actually healing it instead of damaging it if that makes any sense at all.

    Do you happen to recall what enemy it was? If you manage to see this again, also letting us know what classes and companions were present would be very helpful! Thanks!