Here's a list of all of the changes that have occurred between the latest test on Preview and what will release to Live:* Fixed an issue where Atropal's Uncontrollable Turmoil would switch targets midway through its activation * Atropal's Uncontrollable Turmoil will now properly split damage amongst affected targets *…
* I improved Obliterate for tanks without a 360 degree block. If you are standing still or walking backwards it will always hit your shield if you're blocking. If you're moving forward when it activates then you're rolling the dice a bit. * I wasn't able to reproduce Tiamat showing in P4, but I improved some timing that…
* You were actually about 1 second too slow which is why the beholders showed up. Tiamat was despawned, you didn't defeat her. * It looks like I'll have to make chickens immune to magnetism
Sword clusters hitting the wrong area is an ongoing issue I've been trying to solve for a while, but I believe I finally got them behaving properly. Our QA team is going to try to break them for me.
* I haven't seen anyone 'resurrected' going into Phase 4... that shouldn't even be possible. I'll take a look but maybe you found a really weird edge case. * Wand of Domination was fixed by the Rewards designer * There was some timing issues with the Runes and Pull/Push that I corrected. * I'll add Magnetic Attraction to…
Halaster should be relatively easy to move for the tank that has aggro on him from before the warp. If he's in the middle of doing something then yes he won't budge, but I gave a pretty generous window of time to position him after the Death from Above precisely because Palhavorithyn causes targeting complications. If you…
Fowl Play is cleansable. If the healer decides not to bring a cleanse then they will have to cover for their feathered ally. Yeah, we have some issues with enemies sometimes not playing their animations in various places in the game that our animators are trying to track down. You had the chains do this during the most…
I am a bit surprised how committed tanks have been to the Minotaur kiting. I'm considering putting a stop to it but he's still managing to put pressure on the tank and the phase isn't necessarily meant to be particularly challenging on the main tank, so I might leave it where it is. The issue with Necrotic Blast seems to…
I found the problem and it's now fixed internally. Technically it is splitting damage but not in a meaningful way. For the current build, your best option is to sacrifice the targeted team member, which it seems that teams are already doing that I've been watching.
Included in the build today:* Slightly reduced the rotation speed of Gzemnid's powers * Reduced Halaster and Palhavorithyn's hp * Reduced Tiamat and Demogorgon's hp * Slightly reduced the rotation speed of Halaster's powers * Taking too long in the Hallucination (Phase 3) will now lead to bad things * Fixed an issue where…
The Trial will be made available again this weekend for additional testing. We're planning for the same time frames as the last test, 3pm PT on Friday to 3pm PT on Monday.
Overlapping soaks are intended to kill, the bug here is that it didn't kill everyone. Slam was doing far more damage than intended and that's been corrected.
Svardborg is an outlier in the Trial queue that will be addressed in the near future. It's something we've intended to tune but other priorities have taken precedence. All of the trials in RTQ have high completion rates so there's not a huge delta in the data, but the player perception is certainly that trial completion…
Thanks for the heads up on the minotaur's cleave. Yes it is hitting too hard on Normal and will be brought down. As for Withering Ray, you shouldn't assume that Master mechanics transfer to Normal. There are many differences between the two versions. I don't know why it wouldn't have done damage to you though, that's…
* Obliterate, Telikinesis, and Withering Ray were fixed to not carry over into Phase 3. * Magnetic Attraction targeting dead people has been fixed * Storvald should now use his Permafrost regularly * Oooof, yeah I was wondering why Slam was killing the tanks so handily. Double damage has been fixed.
* The adds in phase 1 are intended to be dangerous, but I'll review the damage to make sure there's no serious outliers. * I'm hesitant to add another debuff for Gzemnid's telekinesis as there's already a lot of debuffs in the fight. Once the visuals are not getting culled, hopefully that will be enough without the need…
* I would assume that a new Withering Ray got applied that either wasn't seen or got culled. That's my designer art that is acting as a placeholder. * This was fixed internally but might not have made it into the build. * I've not seen this myself with the groups I was watching, but I'll look into it * Noted * I've also…
Chains of Undeath not triggering a repel on activation or said repel sending you into a hazard is something I'm going to be improving. The "Blue Swirl" is not the same scenario, though it's possible the FX is getting culled which will be fixed if true.
Please clarify what you mean by "Forced to be spread". We will not be changing the functionality of how tanking works in our game specifically for this trial. Tanks have a vital role to play in group content and it is not our intent to minimize that role. If a particular task in the trial feels too advanced for this…
* The mirrors will have warning indicators on Normal, it's just a bug right now that they aren't displaying. * Please clarify what you mean by the Tankbusters coming too fast. If you're referring to Obliterate, it has a very long warning before it activates. * Please clarify what you mean by the purple beam mechanic being…
Master content being unscaled, it is the intent that an IL advantage would make the content significantly easier. It should be the case that when running at IL that this trial would feel roughly equivalent to the other Master trials. That doesn't necessarily mean that the mechanical complexity will be even across the board…
The Master version of the Dungeon will be made available again from Tuesday (10/18) 12:00pm PDT to Thursday (10/20) 12:00pm PDT. This is the last test we plan to do before the launch of Northdark Reaches.
Thank you all for taking the time to test while the dungeon was available and leaving your feedback here. I plan to open up the dungeon for one more short session in the near future. Details to be provided when we have exact times. Here's the changes you can expect when the dungeon returns: General* Reduced the amount of…
Thanks for all of the suggestions that were posted here. You will see some of these items available from specific queues and queue categories as tradeable transmute items with the release of Dragonslayer. The aesthetics for a fair amount of the suggested items are still available in the game. The rest I have in a list for…