Greetings, adventurers!
This is the thread to leave feedback on the Gzemnid's Reliquary (Normal) trial. The trial requires 30,000 IL (25,000 in private) to enter and is intended to be included in the Random Trial Queue.
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 starting on 2/24.
GLHF!
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Comments
The other concern is about how the players are (forced to be) spread. That is nice and dandy for 80 feet AoE heals when you throw mobs into the mixture, but in RTQ you can end up with two soulbinder warlocks! (The difficulty of the trial might get vastly different for the multipurpose bards or "optimal" pally+cleric combination compared to two warlocks.)
It is a worse scenario compared to the first phase of SVA, because there is everything forcing players to stick together, but they still run around - and they tend to die alone, in a corner. ...they die in a trial that is technically absolutely harmless. Even if this new trial will be "technically harmless" too, just the mandatory spread might be too much for beginner healers to manage.
Alternatively, you can try to rework aggro for tanks so they do not have to touch a mob to gain aggro. (if you aggro a mob and your tank is within 80 feet radius, the group aggro meter applies for who will become the target)
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 difficulty level then we can examine those specific instances.
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 strange.
Blanket statements about difficulty of bosses/mechanics aren't particularly helpful. If there's a particular aspect of the bosses that feels overwhelming then we can definitely discuss it. Our intent is not to create a place where failure is not possible, but we do want to present players with reasonable challenges that they can overcome.
I could only say one thing: you don't know your player base at all.
I would recommend in this case to come down from the heights of your Olimp and play a few days random queues, as we have to do. With real players to who you addressing your work.
With players who are not capable of performing the simplest mechanics, have itemlevel raised to the maximum, do not know their own class and inflict damage at the level of the average companion.
There is no way any of them can survive longer than 30 sec on your new trial for 25k TIL players
The only way you can at least dream about fulfilling a tank role in such a scenario is running around in super speed with "Charging Bull" effect on one of your rings. (Because, while pally and fighter do have ranged attacks, they might not have the resources to touch every mob around. Barb is melee only, so he is out of luck completely.) This is a general issue not specific to this trial: spread adds away from the tank position.
In that situation it is only the healer and DPS chars that are part of the equation. Do not speak of tank vital role in scenarios they literally cannot participate in.
edit: To be super clear - I just suggested something like "threat only Aura of Vengeance" for all the tanks as a default feature.
Very often when waiting for a random queue, there are brilliants such as the first, second or even the last boss, which players were not able to finish. For us, it's a win-win, because we come almost at the ready. But... How many of such cases do people simply surrender instances?
And here you have the answer to your question: the completion rate is assigned to a random group, while this group would not really have completed anything if it weren't our premade.
However, for the devs the completion indicator went up.
Completed dungeon/trial? Completed.
From a random queue? Yes.
Success, we were right, regular random people are doing great.
- Mr Minotaur will still throw his axe during mirror artifacts, he can initiate the attack as the mirrors spawn, launching his axe just before they fire, causing people to still get knocked into them.
- See above, but for Ettercap
- Cleave can bug, causing the red area to remain visible permanently, always facing you. It is very distracting and makes it hard to tell when an actual cleave comes
- Gzemnid's voicelines for mirrors sometimes gets desynced
- Target-able entities still appear with Petrifying Ray and Gzemnid's Artifacts, Petrifying Ray in particular can steal dailies, mounts, encounters, etc. which is frustrating
Some other issues I have observed are:- Rust Monsters do a TON of damage, each hits for around 80k and then can all sync up, causing a big burst against the tank.
- The adds (Rust Monsters, Bladed Spiders, and Owlbears) in Phase 1 probably have too little health, they all die from 1 daily or mount power of a decent DPS
- Phase 1 minibosses do a lot of damage, around 200k each hit even with good defensive stats
- Cleave attack is a lot more threatening now that it turns with tank, it's damage should probably be toned down a bit
- Spinning attack probably does too little damage, the area is clear, there is time to move, but staying in it you only take around 100k damage
- The CC from Owlbear headbutts can lead to a chain CC, especially with Petrifying Ray
- Gzemnid does a TON of damage to the main tank in Phase 2 even with only a few stacks, he often hits for 250k back to back followed by Gaseous Expulsion which leads to tons and tons of healing required from healers.
- I see the point above being a big, big issue for RTQ where if the other tank doesn't know how to switch, they will likely get kicked from queue because without several strong DPS, the group won't be able to pass.
I still think even with these changes that the normal version will be too difficult for RTQ. The mechanics are challenging for tanks, healers, and DPS, especially with Phase 3. RTQ players already struggle with pull/push of CotDG, but now they have all these other mechanics to also do semi-decently or else they wipe. 75% of RTQ players have never seen TOMM so how would they know how to avoid Disintegration Wave?P.S. #JusticeForMrMinotaur