View Full Version : Rubberbanding Executioners
Rogann
08-13-2015, 12:22 PM
http://cdn-www.i-am-bored.com/media/thumbnails/a4794bb4caf42dd1c47fcb7e67f19c37.jpg
cyreme
08-13-2015, 12:29 PM
There is a strategy to beat that. See my post in knight_slayer's thread. Short version you fight at archon spawn points instead of mid or portals. It's been very effective.
There is a strategy to beat that. See my post in knight_slayer's thread. Short version you fight at archon spawn points instead of mid or portals. It's been very effective.
To be honest, this is not about a strategy. It is one of the laziest fixes in the game (invisible walls still holding number 1). Everytime I see something rubberbands, it pulls me completly out of the story and the game it self of course.
JOTMON
08-13-2015, 12:47 PM
the rubberband "fix" or f'up as I prefer to see it of adding short tethers to the executioners without resolving their aggro of players on the other side of the map has screwed the raid.
cyreme
08-13-2015, 12:58 PM
To be honest, this is not about a strategy. It is one of the laziest fixes in the game (invisible walls still holding number 1). Everytime I see something rubberbands, it pulls me completly out of the story and the game it self of course.
It's up to you if you don't want to try strategy I outlined. It worked for me several times. Leash makes sense in some situations (such as preventing you from kiting boss to shrine area so you could endlessly res). I agree that in this particular raid given timer situation it may not have been the best idea. Yet there is a strategy to work around that. So use it or don't. Your choice.
Edit (copy from the other thread): fighting at archon spawn points instead of middle or portal areas
People call out spawn locations (i.e. NW, SE, center), kill executioners in one, then run to the other (it seems 2 at a time fall now). And have 1 or 2 peeps move reinforcement to spawn points as well. Worked pretty well.
P.S. fighting on ramps to avoid blades.
cyreme
08-13-2015, 01:08 PM
the rubberband "fix" or f'up as I prefer to see it of adding short tethers to the executioners without resolving their aggro of players on the other side of the map has screwed the raid.
To prevent that we moved together, rather than splitting into two groups, only 2 reinforcement pullers stayed behind. No one should stay in mid once the spawn is announced. Also abis tend to run to lowest hp char. So make sure that character is in your main hunting group.
Wizza
08-13-2015, 01:09 PM
It's up to you if you don't want to try strategy I outlined. It worked for me several times. Leash makes sense in some situations (such as preventing you from kiting boss to shrine area so you could endlessly res). I agree that in this particular raid given timer situation it may not have been the best idea. Yet there is a strategy to work around that. So use it or don't. Your choice.
Edit (copy from the other thread): fighting at archon spawn points instead of middle or portal areas
People call out spawn locations (i.e. NW, SE, center), kill executioners in one, then run to the other (it seems 2 at a time fall now). And have 1 or 2 peeps move reinforcement to spawn points as well. Worked pretty well.
P.S. fighting on ramps to avoid blades.
This is not about how people can overcome the "fix". It's not even a strategy anymore: you must fight at archon spawn or the Executioners will rubberband to full hp. Before the patch, you had the choice to either fight at the spawn or drag everything in the middle/to the Portal rooms. Now you can't anymore.
It's about Developers that are really out of touch with the game. Most of the players that I know, and people on the forum, have stated repeatedly how this raid is a boring, snooze, pikefest. It's nothing but DPS, DPS and more DPS thus this raid feels very lackuster. Adding a rubberband mechanic (a mechanic that everyone hates) to an already hated raid (and mind you, it's been out only for a couple of weeks now) just tell us the Developers have no idea what they are doing with the game.
And what I hate the most is that this "fix" is labelled as a fix for the lag.
AlcoArgo
08-13-2015, 01:13 PM
the rubberband "fix" or f'up as I prefer to see it of adding short tethers to the executioners without resolving their aggro of players on the other side of the map has screwed the raid.
This is more of a problem than the stopsigns.
When we have people spotting and see an executioner at a spawn point, call people over to deal with it only to see it sprint by everyone to the other side of the map aggroing on who knows what, it breaks the raid. You can't hit them in their sprint mode and then they just stop sign. It is ridiculous.
cyreme
08-13-2015, 01:15 PM
This is not about how people can overcome the "fix". It's not even a strategy anymore: you must fight at archon spawn or the Executioners will rubberband to full hp. Before the patch, you had the choice to either fight at the spawn or drag everything in the middle/to the Portal rooms. Now you can't anymore.
It's about Developers that are really out of touch with the game. Most of the players that I know, and people on the forum, have stated repeatedly how this raid is a boring, snooze, pikefest. It's nothing but DPS, DPS and more DPS thus this raid feels very lackuster. Adding a rubberband mechanic (a mechanic that everyone hates) to an already hated raid (and mind you, it's been out only for a couple of weeks now) just tell us the Developers have no idea what they are doing with the game.
And what I hate the most is that this "fix" is labelled as a fix for the lag.
I appreciate your frustration. I TR'd my cleric into DPS because I felt he was totally useless in the raid. However, I'm not defending the fix, simply outlining a strategy to deal with new situation. To be fair, there seemed to be less lag in the raid after the patch.
Wizza
08-13-2015, 01:21 PM
I appreciate your frustration. I TR'd my cleric into DPS because I felt he was totally useless in the raid. However, I'm not defending the fix, simply outlining a strategy to deal with new situation. To be fair, there seemed to be less lag in the raid after the patch.
More than frustrated, I'm disgusted. This "fix" is an insult to the players, imho. But nothing will change, as usual, it's now there and it won't go away so wtvr :)
JOTMON
08-13-2015, 01:26 PM
To prevent that we moved together, rather than splitting into two groups, only 2 reinforcement pullers stayed behind. No one should stay in mid once the spawn is announced. Also abis tend to run to lowest hp char. So make sure that character is in your main hunting group.
Splitting the group to deal with smaller controlled packs of mobs was effective for the EN/EH runs before the rubberbad "fix" and effective to manage the lag.
There is too much lag in EE to stay together, so I cant see this ever working even if they resolve this raids lag.
EE 12 pack beatdown DPS just generates too much data traffic if you are dealing with more than a handful of mobs.
Controlling the portal rooms and dealing with Executioners on each side would work if the Executioners were not aggro'ing on unseen players well out of range of line of sight on the opposite side of the map and actually aggro on the player standing next to it.
Chasing Executioners like a Benny Hill theme song is asinine.
cyreme
08-13-2015, 01:33 PM
Splitting the group to deal with smaller controlled packs of mobs was effective for the EN/EH runs before the rubberbad "fix" and effective to manage the lag.
There is too much lag in EE to stay together, so I cant see this ever working even if they resolve this raids lag.
EE 12 pack beatdown DPS just generates too much data traffic if you are dealing with more than a handful of mobs.
Controlling the portal rooms and dealing with Executioners on each side would work if the Executioners were not aggro'ing on unseen players well out of range of line of sight on the opposite side of the map and actually aggro on the player standing next to it.
Chasing Executioners like a Benny Hill theme song is asinine.
Splitting is not likely to work now for the reason you specified. I don't know if this strategy will work in EE in terms of lag generation, because when you get waves of 10, plus any trash aggroed from mid, it is gonna get pretty thick. However, I'm not sure aggro problem can be easily fixed, because it may require redo of entire aggro system (which needs redoing btw). If group is well-coordinated running around is not as hectic as it may appear at first glance.
It's up to you if you don't want to try strategy I outlined. It worked for me several times. Leash makes sense in some situations (such as preventing you from kiting boss to shrine area so you could endlessly res). I agree that in this particular raid given timer situation it may not have been the best idea. Yet there is a strategy to work around that. So use it or don't. Your choice.
Edit (copy from the other thread): fighting at archon spawn points instead of middle or portal areas
People call out spawn locations (i.e. NW, SE, center), kill executioners in one, then run to the other (it seems 2 at a time fall now). And have 1 or 2 peeps move reinforcement to spawn points as well. Worked pretty well.
P.S. fighting on ramps to avoid blades.
I am not sure if I should quote myself to point obvious :D
Also, I am not saying this because I can't handle it and need an advice to do so. I have already run my 20 to get one item that was the most appealing to me so I have no plans to run it again anytime soon because it was probably the most boring raid I've ever seen. I have been literally making dinner, doing laundry and taking showers during different runs I have done in the past few weeks (I am sorry, not sorry, to all PUG groups I piked in but it's not like I would be needed there).
This fix only added an annoyance to the already boring raid so again, this is not about the 'strategy' ;)
cyreme
08-13-2015, 01:42 PM
I am not sure if I should quote myself to point obvious :D
Also, I am not saying this because I can't handle it and need an advice to do so. I have already run my 20 to get one item that was the most appealing to me so I have no plans to run it again anytime soon because it was probably the most boring raid I've ever seen. I have been literally making dinner, doing laundry and taking showers during different runs I have done in the past few weeks (I am sorry, not sorry, to all PUG groups I piked in but it's not like I would be needed there).
This fix only added an annoyance to the already boring raid so again, this is not about the 'strategy' ;)
It's fine, perhaps other folks can benefit from 'strategy.' Was just trying to share what worked. Sorry if it bothers you.
slarden
08-13-2015, 01:50 PM
We saw 1 executioner behind the closed gate we couldn't get to and even though we killed every other executioner we failed because each time the clock ran out and that one executioner we couldn't get to counted against us.
slarden
08-13-2015, 01:51 PM
It's fine, perhaps other folks can benefit from 'strategy.' Was just trying to share what worked. Sorry if it bothers you.
Your tip was definitely appreciated, but the devs reason for making this change is they didn't seem to like the North/South Strategy because players could avoid alot of fighting.
I am wondering if they realize the reason we want to avoid fighting isn't because the floor trash is scary - it just adds too much lag.
That change was counterproductive to having lag-free runs.
cyreme
08-13-2015, 01:58 PM
Your tip was definitely appreciated, but the devs reason for making this change is they didn't seem to like the North/South Strategy because players could avoid alot of fighting.
I am wondering if they realize the reason we want to avoid fighting isn't because the floor trash is scary - it just adds too much lag.
That change was counterproductive to having lag-free runs.
I think that it might have also been to prevent soloing. Whatever the motivation, we have what we have and if people want to complete the raid now, we have to adjust to what is. That's nasty btw with abi spawning in unreachable spot. Hopefully it's a bug that won't happen too often. Glad it helped.
Enoach
08-13-2015, 03:26 PM
I have not been in since the change. I'm guessing based on what I'm seeing here in this thread is that I misunderstood the entire change.
My understanding was that not only would the Executioners spawn at the Archon they would be limited to that area, but not in such a way that they would agro across the dungeon and then rubber band. They left that part out.
Thematically they should be at the Archon and they should only care about the Archon or what is hitting them right now.
So I see two things that need to be resolved here, one fix their area of awareness, and two remove the leash.
JOTMON
08-13-2015, 03:34 PM
Your tip was definitely appreciated, but the devs reason for making this change is they didn't seem to like the North/South Strategy because players could avoid alot of fighting.
I am wondering if they realize the reason we want to avoid fighting isn't because the floor trash is scary - it just adds too much lag.
That change was counterproductive to having lag-free runs.
That would have nothing to do with what they said they were fixing.. it was supposed to be a lag fix.
Not a.. we hate how you are being successful in separating into zones so we are going to screw the entire raid by rubberbanding executioners but still let them aggro on players on the other side of the map that are completely out of line of sight, just so we can knock 30+ seconds off the time to kill the executioners by having them whitedot before you find and kill them.
besides..
How is stacking 12 players on top of each other spam cleaving/healing as mobs teleport all around them a strategy..
add the facts that already show EE just can't handle that much activity grouped up together.
I can't see why they would want to discourage the North/South strategy, its not like you avoid the mobs completely, they still need to be dealt with.
Separating into 2 groups and pulling controlled groups of mobs keeps the fight sustained with trash between the timed cycles of archons and reinforcements.
This shows teamwork.. not 12 soloists all doing their own thing, and not 1 big group stackbashing...
slarden
08-13-2015, 03:49 PM
That would have nothing to do with what they said they were fixing.. it was supposed to be a lag fix.
Not a.. we hate how you are being successful in separating into zones so we are going to screw the entire raid by rubberbanding executioners but still let them aggro on players on the other side of the map that are completely out of line of sight, just so we can knock 30+ seconds off the time to kill the executioners by having them whitedot before you find and kill them.
besides..
How is stacking 12 players on top of each other spam cleaving/healing as mobs teleport all around them a strategy..
add the facts that already show EE just can't handle that much activity grouped up together.
I can't see why they would want to discourage the North/South strategy, its not like you avoid the mobs completely, they still need to be dealt with.
Separating into 2 groups and pulling controlled groups of mobs keeps the fight sustained with trash between the timed cycles of archons and reinforcements.
This shows teamwork.. not 12 soloists all doing their own thing, and not 1 big group stackbashing...
I am not seeing how this specific change helps anything or improves anything.
Rogann
08-13-2015, 03:53 PM
There is a strategy to beat that. See my post in knight_slayer's thread. Short version you fight at archon spawn points instead of mid or portals. It's been very effective.
I was doing this before the patch. However I had the option to bring them to the portal if reinforcements came. Killing two birds with one stone. Now I have to choose between Executioners or Reinforcements.
We saw 1 executioner behind the closed gate we couldn't get to and even though we killed every other executioner we failed because each time the clock ran out and that one executioner we couldn't get to counted against us.
I had 60 completions before the patch. Never had this happen. First run after patch and this happened.
This is not about how people can overcome the "fix". It's not even a strategy anymore: you must fight at archon spawn or the Executioners will rubberband to full hp. Before the patch, you had the choice to either fight at the spawn or drag everything in the middle/to the Portal rooms. Now you can't anymore.
It's about Developers that are really out of touch with the game. Most of the players that I know, and people on the forum, have stated repeatedly how this raid is a boring, snooze, pikefest. It's nothing but DPS, DPS and more DPS thus this raid feels very lackuster. Adding a rubberband mechanic (a mechanic that everyone hates) to an already hated raid (and mind you, it's been out only for a couple of weeks now) just tell us the Developers have no idea what they are doing with the game.
And what I hate the most is that this "fix" is labelled as a fix for the lag.
^this
cyreme
08-13-2015, 04:09 PM
I was doing this before the patch. However I had the option to bring them to the portal if reinforcements came. Killing two birds with one stone. Now I have to choose between Executioners or Reinforcements.
You don't really have to choose. That's why the strategy I outlined uses aggro pullers. You bring portal crowd to side ramp whereever executioners happen to be. You still get your 2 birds, just need to run around a bit more.
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