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Found a bug in mod6

finalfantasyac7finalfantasyac7 Member Posts: 582 Arc User
edited September 2015 in Player Feedback (Xbox One)
I am 100% its a bug.
Whenever an instance has 18 or more players, some adds/mobs/monster such as Demolitionist are much much harder to kill.
They have the same defense/hp/power as the boss you have to challenge in fiery pit.
I have experienced this with my Cw and Tr who are both lv70 now and currently having the same issue with my paladin.
This is not only in fiery pit but many other places too.
When there are 18 or more players in an instance, this bug cause most adds/mobs/monsters/whatever you call them rek us with few hits. Glad my lv65 paladin with 55.864 Hit points, 6000+ defense and 2000+ deflect can take most of the damage but srsly, the level 65 demoitionist for example can kill me my paladin with 6 or 10 hits and hitting them feels like you aren't doing any damage and takes long time to kill them << is this normal? i guess not !!

Anyways, whenever i go to another instance with 16 or less players in it, everything is normal until the instance becomes full again.


This bug should be fixed asap because it's really annoying and almost impossible for other classes who have low defense to complete any quest(s)


-me out.
Warlock- Lv80. || Rogue - Lv80. || Wizard - Lv80. || Paladin - Lv80. || Cleric - Lv80. || Ranger - Lv70. || Barbarian - Lv70. || Fighter - Lv70.

¨˜ˆ”°¹~•-.„¸ρℓαуιиg иєνєяωιитєя ѕιи¢є 2015¸„.-•~¹°”ˆ˜¨

Comments

  • thejawlivesthejawlives Member Posts: 458 Arc User
    Sound like the issue I had with Cloudkill HE in Thunderhead Reach in Spineward Rise. There was like 20 of us and got down to 1/4 or less health...the lag was horrific! Needless to say lost both times I've tried it.

    Not a fan of carpal tunnel.

    I was convinced the HE was rigged.
  • wdj40wdj40 Member Posts: 1,958 Arc User
    Just sounds like you wandered into a Heroic Encounter if you ask me, they are really buffed up enemies.
    Main - Rydia (HR70) - Xbox One Player only
    Alts :
    Storm (SW70), Edge (TR70), AD Farm (CW70), Grunt (GF70), Rosa (DC70), AD AD AD (GWF70), Your Mum (OP70)

    Member of Q-Snipe
  • thejawlivesthejawlives Member Posts: 458 Arc User
    I understand beefed up bosses but we had like 7 minutes to kill last man. The lag was SO bad it crippled my wrists. I felt like I was doing twice the rotations with half the output.

    I blame the lag...that's it!
  • igotit4freeigotit4free Member Posts: 20 Arc User
    edited September 2015
    I actually had something like this tonight in icewind pass, lastnight I had a good run and was surprised that I was doing more damage than usual with killing yetti's/the bears and bear tribes for the objectives but tonight when I went in they were smashing me big time and I couldn't work out why I was almost dead so quickly even with my healer spec. You might be on to something there maybe?
  • randomdigits#2166 randomdigits Member Posts: 700 Arc User
    I've noticed before mod 6 while running Shores of Tuern that the strength of the monsters varied significantly depending on who is in the party: often times when some strong/high GS players were present monsters were super-tough. Yet when the whole party was low-level GS and I was in the top DPS row I had no problem pretty much killing most of the enemies solo. I think there is some logic of that sort in the game, though I haven't yet noticed it in the Icewind Dale specifically.
    Ana Taletreader (CW) / Friend of Casual Gamers
  • silktrocitysilktrocity Member Posts: 239 Arc User
    I can confirm that I've seen this happen before.

    Fiery pits, there was a group of 3 enemies which acted as if they had more dmg resistance than even heroic encounter version of ads. It took 12 rotations of my encounters just to kill one of the 3.

    coming back later on and encountering the exact same group of 3 ads, they were normal again and killed within my first rotation.

    Not sure what actually triggers it, but I only encountered the issue once in the 40+ hours of leving.
    Lady Vayo TR - Silky OP - Lord Reven DC (retired) - Lady Luck HR (retired)
  • alche31alche31 Member Posts: 3 Arc User
    I noticed the same thing on my cleric in the fiery pits. It's like if I don't kill then fast enough they buff up or get enraged and become almost impossible to kill.
  • mightyerikssonmightyeriksson Member Posts: 842 Arc User
    I noticed a variant of this in The Fiery Pit, if a lower level player (like 3-5 levels?) initiates a fight with an enemy, it gets an insane amount of defense (it seems).

    I was level 66 and a level 62-3 player started a fight with one of the Duergar Traitor mobs and died, I got attcked by them, and I did less than half the damage I did if I started the fight.

    I guess the enemy-scaling is kinda iffy under those circumstances?
  • randomdigits#2166 randomdigits Member Posts: 700 Arc User
    Note that open world maps have some of the mobs at Epic level which could be recognized by the double white border around their health bars. E.g. in Icewind Pass some wolf packs are normal and some are Epic. I'm not sure if these settings are fixed per spawn point or Epic mobs could randomly spawn sometimes - as I've seen that happening.

    Occasionally people get into a fight with such mobs and it comes as big surprise where these epic mobs could quickly tear down an unexpecting party. Epic wolves seems to have at least 5 times more HP and they are hitting probably twice as hard.

    Though, as I said earlier, in dungeons/skirmishes with supposedly fixed mobs that leveling seems to be happening.
    Ana Taletreader (CW) / Friend of Casual Gamers
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