The adventurers fought valiantly against the Sisters of Strahd, but the swarms of bats descending on them with such ferocity that not even the cleric could mend their myriad of wounds. One by one they fell, their story ended in defeat at the hands of this great evil.
And thus, Bloodflight damage was further reduced by 25%
As for your reports on the sisters 'disappearing' when new players join the queue. I've asked our QA team to look into it for our content designers to address.
This will be my final post in this thread unless something dramatic changes in QA or player testing.
Since this is related, if the fight resets enough times, and someone leaves the queue group, and you get someone else in, when you attempt the first boss fight (sisters) there is a chance that the instance will be completely empty (as in no sisters are there to fight), and regardless of how many times you reset, you won't be able to proceed and you will need to completely shut down the instance and re-queue.
Is this related to how I bounced back with my soulforged and was the last person in there alive, but everything was gone and the place was totally empty. I had to kill myself to get out. Just strange everything was empty and your post reminded me of it.
Apparently pointing-out the bleeding obvious is a 'personal attack'.
When I raised the base damage of the Sisters, the damage that Bloodflight and Pools of Decay were doing became unmanageable so I lowered them to their current levels. I will look at further reducing the damage that Bloodflight is doing to maintain a pressure moment for the group, but one that is more manageable. The super high damage numbers that you're showing from your log are likely after group members in the stack had died, causing that player to take the full magnitude of the power.
I'll also look into the issue of Pools of Decay not drawing, which may be the mystery damage/deaths that people are experiencing, though that wouldn't explain the inability to revive.
Thank you for looking into this. I main tank with a Barbarian on Playstation. I ran CR the morning these changes dropped. Everything that was listed as fixed in the patch notes matched with what I was seeing as a player. The Sisters' health was noticeably lower, I was not randomly turning into a ghost, and I had no trouble keeping aggro during the fight, which had been an ongoing struggle in the dungeon (lovingly termed 'the aggro glitch' by most players I've run with). So thank you for that.
However, what I noticed immediately was that the hypo hits very hard. As other tanks have mentioned in this forum, even with high HP and defensive stats at or near cap, I could not survive a hypo on my own, or even when grouped with another player. Unless I'm mistaken, there also does not seem to be as much of a response time for this hypo as there is in other dungeons. I speculated at the time that this high damage output from the hypo might have been because when the Sisters' damage was increased, their hypo damage also increased.
Yes, players need to adjust their playstyle and recognize that this is a group-for-hypo situation, but I think the damage should be lowered to a more manageable level, and possibly players could be given more response time.
Other than that, the dungeon has been a breeze. I've run it at least half a dozen times since the patch, and besides the hypo I have not had any issues, which is a breathe of fresh air for CR. I do wish Strahd's HP was a tad lower, because that's the longest and consequently most boring bossfight in RAQ imho.
On an unrelated note, as I mentioned I main a Barbarian tank. We have been at the bottom of the pecking order for tanks since Barb tanks were released, or so I've been told by older players. Please, if you have any influence over this, could you look into making some fair adjustments to our class to help us out with holding aggro and damage mitigation? It is beyond frustrating when a newly minted 40K Paladin can hold aggro from HDPS and out survive a 60K Barb with capped stats.
Thanks again for your time and helping us out with solving this issue.
Member of the Barbarian Tank anti-extinction squad.
Comments
And thus, Bloodflight damage was further reduced by 25%
As for your reports on the sisters 'disappearing' when new players join the queue. I've asked our QA team to look into it for our content designers to address.
However, what I noticed immediately was that the hypo hits very hard. As other tanks have mentioned in this forum, even with high HP and defensive stats at or near cap, I could not survive a hypo on my own, or even when grouped with another player. Unless I'm mistaken, there also does not seem to be as much of a response time for this hypo as there is in other dungeons. I speculated at the time that this high damage output from the hypo might have been because when the Sisters' damage was increased, their hypo damage also increased.
Yes, players need to adjust their playstyle and recognize that this is a group-for-hypo situation, but I think the damage should be lowered to a more manageable level, and possibly players could be given more response time.
Other than that, the dungeon has been a breeze. I've run it at least half a dozen times since the patch, and besides the hypo I have not had any issues, which is a breathe of fresh air for CR. I do wish Strahd's HP was a tad lower, because that's the longest and consequently most boring bossfight in RAQ imho.
On an unrelated note, as I mentioned I main a Barbarian tank. We have been at the bottom of the pecking order for tanks since Barb tanks were released, or so I've been told by older players. Please, if you have any influence over this, could you look into making some fair adjustments to our class to help us out with holding aggro and damage mitigation? It is beyond frustrating when a newly minted 40K Paladin can hold aggro from HDPS and out survive a 60K Barb with capped stats.
Thanks again for your time and helping us out with solving this issue.