Greetings, adventurers!
This is the thread to leave feedback on the Gzemnid's Reliquary (Master) trial. The trial requires 80,000 IL (75,000 in private) to enter and is intended to be very challenging to highly skilled and coordinated teams.
Please give any and all feedback in regards to tuning, feel, art, rotations, mechanics, bugs, and any other aspects that pertain to the gameplay of the trial. Rewards feedback should be given on the rewards thread and will not be reviewed or considered here.
Our intent is to open the trial for testing over the weekend starting on 2/24. We'll provide more details when the testing period is approaching, and as always, plans are subject to change. There may be future testing periods made available if additional iteration is needed.
GLHF!
2
Comments
1. The "purple skull" debuff associated with Withering Ray and Necrotic Blast does not always appear in line with what is happening in reality. Personally, I've had the debuff icon persist after Necrotic Blast triggers (unless there is somehow a second Withering Ray getting cast whose visual effect got culled?), and others in my group have complained about Necrotic Blast triggering without a debuff icon present at all.
2. The "blue swirl" effect that precedes players getting launched into the air (can't remember the name, Vertigo?) seems to be getting culled. The effect can be clearly seen on a player on one person's screen for a solid length of time, and does not appear at all for another person viewing the same player. This leads to this mechanic getting failed by people who are doing their best to do it properly.
3. Occasionally, a mirror will appear and launch its Energy Beam *way* later than the rest that were spawned by the same mechanic.
4. The Minotaur occasionally continues to change the direction of his charge attack after the red line AOE indicator has already appeared on the ground.
5. At the beginning of the trial, for the first several seconds, the Minotaur seems to cleave and charge in apparently random directions despite clearly held aggro on the tank. It resolves itself after a while, usually by the time he charges for the first time.
6. When the beholder spawns at the beginning of P2, he tends to attack before aggro can be established, particulary healers, even when every non-tank holds back on attacking. Having one tank wait at spawn point mitigates this somewhat, but the very first hit can happen quickly enough that a healer still gets zapped.
Personally from a tank perspective, I'd like more of a consequence to getting hit with it (especially considering how long the red AOE indicator appears for), and for him to get back to thrashing me a little quicker.
I really think we're better off as a gaming community not going this route.
Cant talk about halaster combo because we never got it.
Cant post link of clips for some of these problems because the last time I posted something with them, the post got deleted
Storvald definitely needs a fix on Duumvirate. He sometimes applies the debuff (red icon above head, icy screen effect, rooted effect) but then deals the damage in a different direction, and fails to clear the debuff, so the tank is unable to move for a long period afterwards.
In this image, Storvald has applied the debuff on me, unleashed Duumvirate in a different direction away from me, and the debuff remains on me with Storvald long since having started attacking the other tank.
I read other reviews here and have to disagree with them. The screenshot shows our maximum progress so far (for now). Stable progress. And we are so happy that content like TOMM and Zariel is back, which requires maximum concentration, teamwork and RESPONSIBILITY from the players. We are sure that nothing needs to be fixed in the dungeon, everything is completely passable. Of course, two days of training was not enough for us to fully master the content, but SO IT SHOULD BE.
Bundles of bosses from other trials - very cool! We have learned how to complete Demogorgon and Tiamat, Halaster and Dracolich, Storvald and Valindra with relative ease. Zariel and Atropal have not yet submitted to us, but everything is ahead!
If someone says the trial is too hard, try some other content for now. It is by no means possible to make a new trial easier, because this is the endgame that we have been waiting for.
The only unpleasant moment in the trial - when the green beam appears on two melee standing next to each other, without pushing them apart, the beam kills everyone at once. With this it is better to change something. The rest of the trial is PERFECT. Who does not agree, welcome to the easy version.
Sorry for my English. I know it's bad.
But Valindra left by herself is also pretty easy to abuse for removing res sickness as well.
Maybe after a certain amount of time a boss is dead without the phase ending, it will respawn xD
Speaking of "difficulty". If you know the mechanics of trial bosses (and your char too, ofc) you will complete all stages anyways. Boss combos kicked our butts hard, but at this moment we have 4/4 combos defeated.
To us the hardest part was Zariel/Atropal combo. Though we nailed it eventually too.
My thanks to the devs for this new trial. We're waiting for the final release ^^
Hugs from re-Union guild from Drider
Zarial has been a masterclass in that regard and for me still the best designed trial to date by a wide margin. Halaster was fine but had too many mechanics that may or may not be triggered. I guess Crown of Keldegonn and the reworked Tiamat and Demogorgon are OK as well, but honestly didn't play them as much because the rewards just weren't there. But I think generally they offer too little engagement for the entire raid. Vault of Stars yep. Especially those early HC runs kicked HAMSTER as a tank.
Temple of Spider *sigh*. The difficulty is at a level I like, again particularly the early runs. But double barrels, random teleports, etc. are still a major nuisance. This is the last 10% that makes decent content great. It really shows if you put in the work. And ToS did suffer from not being 100% well-thought-out. Certainly works, but could and should have been even better.
Now Gzemnid. First of all, slow clap for reusing old bosses. It get it, but I don't like it. If we can't even get a completely new dungeon or trial with completely new mechanics and completely new bosses once a year, I don't know what to say. Yeah sure ToS, Tiamat, Demo, but this is at least partially updated and upgraded old content and doesn't fully count. I also don't need a gazillion phases. Just give me a decent boss with decent mechanics that you have to play perfectly for 10-15 minutes with increasing difficulty.
And then, of course, just throw a ton of mechanics, adds, and randomness at players and call it "difficulty". Sure we'll manage and eventually beat the trial, handily, before too long. But the skill involved to do so is way smaller than I'd like it to be. Temple of Spider already had the feel of powering through over skilling through and Gzemnid certainly seems to to follow that trend.
That ain't it.