This is a feedback thread for the Infernal Citadel, the new epic dungeon with the M18 module.
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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:
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Examples:
Bug: While attempting to complete the 'Burnin' Down the House' quest, the fire never starts and the quest is impossible to complete
Feedback: The heroic encounters should happen more often and drop better loot.
0
Comments
The animation of flames clearly shows that hiding behind pillar is a "safe spot" while the explosion, but the pillars seem to give protection randomly.
If its the case, the issue is its random
SPECIFIC ISSUE 1: For what I saw until now there is a HUGE problem holding aggro, especially during the second boss fight. But it's a general problem that need to be solved everywhere. The aggro mechanic for tanks need an improvement.
SPECIFIC ISSUE 2: AoE are larger than what they appear. Staying a bit out of the AoE is never enough to avoid the damage and/or the CC effect. To avoid it, it's required a bigger distance, around double of the radius of the AoE. Please check it.
Some tiles are shown as "burning" which means that they should kill players but when standing on it, you get no damages. It's random.
Plus sometimes after wipe, when you enter the boss room tiles are not reset and are still burning.
Sometimes the burning tiles give damage with a strange delay and this is realy odd
2nd boss is meelee unfriendly. there is too much fire and there is no space for meelee to go near boss so they cant deal any damage at all.
Not sure this discussion should go in here or in other general/class specific threads, but I feel like I need to mention the elephant in the room. Since mod 16, but most prominently 17, the paladin healer has been more or less the best healer in terms of biS groups. The other healers are viable and good but the paladin provides something the other two classes cannot: temp hp. This makes it superior, especially in content where players take huge amounts of damage like Tower of the Mad Mage and the new Citadel dungeon.
My suggestion, at least in terms of the cleric, would be to scrap the encounter Healing Word and rework it. Its a terrible encounter anyway, takes way too much divinity for the lukewarm heals it provides. Replace it with a temp hp shield, does not have to be large although my suggestion would have it be a single target ability to stick on the tank in the party giving them a nice chunk of hp to buy them some time in between the big burst heals. No divinity cost but with quite large cooldown, make it somewhat similar to the paladins shield encounters listed below.
Thats my suggestion after running through Citadel successfully as a healer paladin a few times now. I miss my cleric but as it stands now I would not take it through the dungeon.
When creating mod16 and removing lifesteal developer promised that there will be no one-shot unavoidable mechanics for bosses. ToMM is close to be of violation of that promise.
Clerics are just fine at doing the role they were designed for. Pallies are doing the role they were designed for.
To conintue what someone above said about second boss:
Maybe the AoE generated from arrows on players can be made smaller in order to make the second boss less melee unfriendly.
It also ignores damage immunity. Resurrecting a player who fell in those without using tears of bahamut or scrolling is basically instantly killing them.
Some stuff that hasnt been reported:
At first boss you can turn the mob around i think it was with arcane whirlwind, that ended up in the boss not charging to where he was looking
Pillars in second boss are still randomized to wether they will protect you or not.
On last boss there are putted random individual areas, apart from the red areas mechanic where he lifts his arms (i dont know if wai or not), but also sometimes you dont see that you have the area until it stays on the ground, not giving you a chance to place it where you wanted
Last boss also, the spinning fire part can not be dashed nor it considers warlock shift immunity. This should be consistent with the rest of the game.
There should be an indicator of the rocks falling on the last boss, it basically resumes on if you are lucky or not to get hit by a rock there is nothing u can do