In LoMM during the heal check phase, there are too many knockdowns, and knockbacks. Between the frequency of the stalactites falling and the number of golems using their knockback attack, it's really tough as a Paladin to keep healing the party. Clerics can shift into the wall to avoid being knocked down, and that responds pretty quick. They may even be able to cancel cast their heal, interrupting the animations, but idk for sure, I don't play a Cleric. However, as a Paladin, we have to block to avoid being knocked down or back, but the animation on block is really long, and if you don't start blocking early, you still get knocked down. The problem is that all the time you spend admiring the floor or holding up your shield, either way, you are not able to heal your party, it's a catch 22, you're damned if you do, damned if you don't. And to top it off, there are the golems that get thrown into the mix, with their own set of knockback disabling attacks.
It seriously feels like the devs have literally thrown the book at us here in this phase of the fight. I understand the urge to want to push the engine to it's limits, to push the envelope on things, but this is getting too much here.
The issue is a mix of class and dungeon design, where the mechanics of the dungeon clearly favor one class over the other due many factors, such as Warlocks not having strong enough heals the first boss, Paladin animation's being too long, and Paladin's daily Sanctuary not providing CC immunity (if a stalactite falls on you after activating the power, you get knocked down, the power is canceled, and you've wasted your daily).
There's reason why people are asking for two healers during this fight, and this is one of the issues.
I would strongly suggest reducing the frequency at which those stalactites fall.
1
Comments
What this game needs right now is a 10s crowd control immunity break for players after being hit with a stun, knockdown, kick or whatever else.
Not sure how the Devs think it's "fun" for players being first knocked down and then kicked halfway across the whole bloody map into certain death in some areas without being able to do anything against it?!
Siege of Neverwinter will be back in a few days, and the dragons were allready bad with their HAMSTER in the past, but with scaling and the non existend cooldowns on enemies now, getting those 2 daily quest done in there is going to be torture.
I'm just wondering, since the Devs left lifestealing abilities on several enemies, which btw. is overkill in some cases (hello Gravemaster, Necromancer or anything else from that category that can summon a whole army, but can also lifesteal at the same time), maybe they also left Recovery on them too? I mean, that would explain why they can fire their abilities every bloody second like we could before Undermountain...