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  1. #61
    Bounty Hunter slarden's Avatar
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    Default Lag is a big deal with raids - Difficulty seems good

    I am ok with the difficulty.

    LH seems good across all 3 raids. I only ran LN on tempest spine shortman because guildies didn't want any lag. Haven't run LN shroud or Hound.

    LE is tough as it should be - consider something other than one-shot mechanics for the next raid but it's fine for this one. I've seen several LE pug groups up on Sarlona but the timing didn't work for me so I couldn't join. I was invited to join a group doing all 3 raids LE but at the last minute it was cancelled due to concerns about lag. I don't mind failing on LE if we mess up but I don't want to fail due to lag esp after we already invested time into it.

    I like the fixed # of runes in Hound and Tempest Spine better than the variable #.

    The 2 LE quests are fine - they are solo-able so if that isn't what you intended amp up the difficulty in those quests a bit. HP are up but so is player power. Enemy damage is up but not so much that one-shotting is a problem.

    I enjoyed both quests.

    Only thing I will note is that evard's is not very effective in LE. When you adjusted saves and spell resistance down -it appears spells with saves based on stats rather than will/fort/reflex save stayed the same.

    Also, if you want to put a lot of oozes and jelly in the quests that is fine, but it would be nice if you had more weapons in the game that were immune to the damage. I haven't seen epic everbright weapons drop in a long time. We could use a few legendary ooze/jelly beaters to try and find.
    Last edited by slarden; 12-21-2015 at 11:53 AM.
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  2. #62
    Community Member Basura_Grande's Avatar
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    LH Shroud would have been about perfect for what I would consider hard difficulty. With the exception of the insane lag that hit the servers yesterday.

    Tony the tiger's hellball should have a tell though, right is just kills with no real chance to evade.

    Was getting hit for 300-400 though 150 PRR in LH, double that for LE and I think it's about right.
    Last edited by Basura_Grande; 12-21-2015 at 10:06 AM.

  3. #63
    Community Member nokowi's Avatar
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    Shroud
    Legendary Normal
    (have not played)
    Legendary Hard
    Part 1 is pretty straightforward. It took a few runs for players to (re)learn the portal order. I see players dying on occasion in a mixed-skill group, so these seem like appropriate difficulty.
    Part 2 is also straightforward but it requires the smallest amount of communication, which is difficult for players these days. The challenge level is nice here.
    Part 3 is also straightforward, but again requires communication, which is difficult for players.
    Part 4 is probably a little too easy. Mostly 1 rounders in my experience, with maybe 0-1 player dying the entire fight. Boss needs a few flying companions with annoying abilities.
    Part 5 end boss is anti-climactic. I do like the boss who has a nice burst that can wipe part of the party. Fight would be better desinged if mobs spawned endlessly, requiring you to fight the end boss and the mobs at the same time. This is particularly true since players can regen SP.
    Legendary Elite
    Most members of my group were one-shotted by trash mobs using U28 gear. This is OK for bosses but not particularly fun on trash mobs. I won't step into elite shroud again until lag is addressed (and after I have geared up my toon fully). It is taking us 50-100% longer to complete (EH) runs because of lag issues.

    Tempest Spine
    This raid is nicely designed for players showing up with U28 gear, and is the easiest raid. While the difficulty seems correct right now, I believe it will be too easy once people get U29 gear.
    Legendary Normal
    (have not played)
    Legendary Hard
    This is the perfect setting for any random group of players. No need to bring your "A" game. The hardest parts are at the boss at the top of the stairs, and the end fight.
    Legendary Elite
    Some mobs (constructs, marut, named boss at top of stairs) were hitting me for 1000-1150 damage with 120 PRR. I am sitting at 1100 HP, so I believe I can build past most shots once I equip insightful PRR, extra con, and shroud HP items. Overall, I find LE to be fun. Some runs I die once or twice on the way to the end boss, and some I don't. The end boss seems to be able to once shot everyone. I have no problem with this. Throwing players off the ledge is a nice non-dps mechanic that provides some challenge for a party. The Str lever is set at 75. This doesn't seem to be too much of a problem, although you do need to make sure you have this person before you start the raid. LE is completable with any mix of builds (ranged, low PRR, high PRR, caster)

    Hound of Xoriat
    Legendary Normal
    (have not played)
    Legendary Hard
    This is the perfect setting for any random group of players that know the quest. No need to bring your "A" game (gear/build), although things can go wrong when players do stupid things (letting mobs into center, kiting beholders through the center, etc). This quest is fast and even easier than TS if your group knows what they are doing.
    Legendary Elite
    (have not played) - will likely wait until U29 gear and lag improvement to attempt based on Shroud experience

    Conclusion:

    Fixing loot issues (incorrect text/effect) should be top priority, along with finding out what about the new loot is causing lag. (Some have suggested item swapping with auras). Please wait until players have 3-4 tier 3 shroud items before thinking about changing elite difficulty. We will be able to provide better feedback at that time.

    Legendary Greensteel seems weak without knowing tier 3 effects. The clicky augment slot doesnt give very interesting effects. Let players slot in a single permanent effect like (stacking) fort bypass, faster spellcasting, extra HP, extra PRR, extra MRR, etc that justifies the ingredient cost of this slot. Make each of these effects small, but let them stack with each other. Examples: (5% fort bypass, 2% caster speed, 50 HP, 10 PRR, 10 MRR, 2% movement speed). The lack of player excitement about legendary greensteel is the biggest disappointment of U29. Hopefully hidden effects will fix this.
    Last edited by nokowi; 12-21-2015 at 12:41 PM.

  4. #64
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    Default Ooooooo

    All of the weapon effects from my Storm's Harness have vanished. All the extra lightning damage. Poof. Gone. See:



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  5. #65
    Developer Vargouille's Avatar
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    Quote Originally Posted by Cableman View Post
    The raids were playable on the first day, after that, they've been nothing but a lag fest on Sarlona. I'm fine with the difficulty, fix the lag. Sitting in place every minute for five minutes isn't fun.
    This is useful feedback and frankly good news overall, because it matches our analysis of one particular issue that's been going wrong and causing lag (it would be something that tends to worsen over time). We're looking into it.

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    Change your avatar pls
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    Last edited by Vargouille; 12-21-2015 at 03:28 PM.

  6. #66
    Community Member alvarego's Avatar
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    Quote Originally Posted by Knockback View Post
    Update 29 includes Legendary versions of three classic DDO raids - the Shroud, Tempest's Spine, and the Hound of Xoriat.
    My personal religious experience today at Legendary Elite Tempest Spine:

    (Combat): Sor'jek Incanni hit you for a total of 2,543 points of slash damage after 6 were blocked by damage reduction.

    That with 150 PRR which means -60% ... had only 137 fortification so it might have been a critical hit but I don't think so, basicaly each blow of that giant's greatsword made 1d6 widows, and minibosses were doing maybe 30-40% less damage

    I know is the end boss for a legendary epic raid but no matter what you bring only option is dodge, displace, ghostly ... etc, if you're hit you're done, that leaves really poor choices to tactics except skulking on a corner, jump like a frog, classy pike (I should have been doing this I am a bard after all :-)

    I don't know if really a tank can stand this but I really doubt, had 1100+ HPs here 100 PRR and 1000 or 1500HPs won't help that's for sure, maybe just get a second chance for a hit
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  7. #67
    Ultimate Completionist
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    Monday:

    Tempest Spine LE ~ no lag, took new route, used 20ish rez scrolls for end fight, Wolf str 90 opened a door, took off FF, hugged wall ran away from end boss, died once ~~ great group, smart leader

    Shroud LH ~ no lag, part 1 slow but steady, part 2 rekill once, some coordination, died a few times (trying out a nonshield weaponset atm), success overall {usual lag right before part 1 loot} Monsters make me cautions but not overwhelming. Used more Rez scrolls.

    Buying a lot of Rez scrolls atm, reminds me of early MoD days.
    People are checking for rippost gear before entering raid.

    Need to level up an alt for U29 ~~ the rise of the alts.

  8. #68
    Developer Vargouille's Avatar
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    Quote Originally Posted by PsychoBlonde View Post
    All of the weapon effects from my Storm's Harness have vanished. All the extra lightning damage.
    We're looking into this today.

  9. #69
    Community Member lyrecono's Avatar
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    Quote Originally Posted by alvarego View Post
    My personal religious experience today at Legendary Elite Tempest Spine:

    (Combat): Sor'jek Incanni hit you for a total of 2,543 points of slash damage after 6 were blocked by damage reduction.

    That with 150 PRR which means -60% ... had only 137 fortification so it might have been a critical hit but I don't think so, basicaly each blow of that giant's greatsword made 1d6 widows, and minibosses were doing maybe 30-40% less damage

    I know is the end boss for a legendary epic raid but no matter what you bring only option is dodge, displace, ghostly ... etc, if you're hit you're done, that leaves really poor choices to tactics except skulking on a corner, jump like a frog, classy pike (I should have been doing this I am a bard after all :-)

    I don't know if really a tank can stand this but I really doubt, had 1100+ HPs here 100 PRR and 1000 or 1500HPs won't help that's for sure, maybe just get a second chance for a hit


    This was what i predicted, the return of even more ranged dps toons
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    I play a guy with a two-hander not just in this game, but in every game that has 'em.
    Quote Originally Posted by J-mann View Post
    Not to derail the thread, but then can you make 2hf NOT suck so much compared to 2wf or swf?
    Quote Originally Posted by FlimsyFirewood View Post
    8 pages in, that train has already sailed. The dead horse is canned into cat food by now.

  10. #70
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    Only run Shroud and Spine at this time. Both on LN and LH.

    I had NEVER run either quest on Heroic (nor HoX) so a lot of fun for me to learn about the raids... "oooh, look at this rainbow. <paff>"

    Tempest's Spine - Got isolated in Spine in the tunnels on LH. And **** those giants hit hard (I think they must have been punching through my 153% fortification), but the grouped mephitis were a bigger threat. All manageable as I waited for a generous toon to fetch me (I was lost).

    Really didn't like the end fight on Spine where you get blown off the top..... didn't know about taking Feather Fall off (most people didn't) and it was a LONG climb back for loot (fell forever). Unfortunately feather fall is on Epic Ethereal Bracers. However. given the current lag issues with riposte, I guess that means I'll have to find an alternative set of bracers to use in any case.

    Codex and the Shroud - end fight is straightforward - it's more challenging bringing down the portal near the start. Shroud puzzles are currently a mystery to me. Limited lag and end of part 1 that everyone seemed to know about or expect.

    New random loot is making me pause and assess. Also putting more interesting pieces on auction in case someone else wants them.

    I've not seen any HoX LFMs on Orien. Curious.

    Overall? Fun!!!

  11. #71
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    Quote Originally Posted by Vargouille View Post
    This is useful feedback and frankly good news overall, because it matches our analysis of one particular issue that's been going wrong and causing lag (it would be something that tends to worsen over time). We're looking into it.
    Pretty much unplayable lag in eshroud on Orien today, took 3 goes to get past part 1 and several hours later we're standing at the end of part 3 wondering when (if!) we're going to be able to move again.

    The group all removed (and banked, for extra paranoia) anything that gave an insightful benefit to saves before stepping in, so it's not that.

    Gave up in part 4, utterly ridiculous. Current grade, sadly - F for Fail.

    (Particularly galling as a friend bought, and wasted as she'll be off timer tomorrow, a raid timer for that run)
    Last edited by Megahurtz; 12-21-2015 at 05:51 PM.

  12. #72
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    This is stupid we have been in normal legendary shroud for 3 hours now and we are only just entering part 4. The lag is ridiculous. Looks like a fun quest if it will ever take less than a day to run it.

  13. #73
    2017 DDO Players Council Starla70's Avatar
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    On Argo:

    Ran the 2 flagging quests on LE. Many deaths for each player, many with over 20 lives. That was at least about half due to lag. You could hear the fight, but just not move. Tempest spine, was nicely done, but we had a player change toons because the levers needed 60+ Str. The lag in there was rough. I know my toon got blown off the mountain and somehow out of the quest, so I missed the end loot, but did get completion.

    Have yet to do the shroud, but hear the lag is worse in there then is Tempest Spine.
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  14. #74
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    Well that was an annoying waste of 3 1/2 hours of my life. Lag wipe in part 4.

  15. #75
    Community Member nokowi's Avatar
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    Quote Originally Posted by alvarego View Post
    My personal religious experience today at Legendary Elite Tempest Spine:

    (Combat): Sor'jek Incanni hit you for a total of 2,543 points of slash damage after 6 were blocked by damage reduction.

    That with 150 PRR which means -60% ... had only 137 fortification so it might have been a critical hit but I don't think so, basicaly each blow of that giant's greatsword made 1d6 widows, and minibosses were doing maybe 30-40% less damage

    I know is the end boss for a legendary epic raid but no matter what you bring only option is dodge, displace, ghostly ... etc, if you're hit you're done, that leaves really poor choices to tactics except skulking on a corner, jump like a frog, classy pike (I should have been doing this I am a bard after all :-)

    I don't know if really a tank can stand this but I really doubt, had 1100+ HPs here 100 PRR and 1000 or 1500HPs won't help that's for sure, maybe just get a second chance for a hit

    I melee him and run around in a circle on a low PRR/HP toon. He has trouble attacking you. This works nicely for beholders as well. You can range him and do less damage on LE (even on your melee toon) if you can't stand dying.

    I don't believe you took a critical hit (although you do need more fort). Its going to take 2000+ HP and 220+ PRR to survive a hit. Tanks can build to this. If they can intimidate, the rest of your melee can attack away.

  16. #76
    Community Member Blastyswa's Avatar
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    I've ran LH Shroud, LH HoX, and LE Tempest's Spine myself.
    Shroud: I brought a caster into here somewhat to test SR and saves of enemies. Based on my and other casters in the parties observations of our dice rolls, 62-65 SR was about what most enemies had. I think this could be brought down a little bit, but a number like that would be just fine for LE. I am personally playing a warlock for this update with minor focus in DC and spell pen casting (instakills and CC, along with EA SLA's) and could land soundburst with 42 spell pen approximately none of the time, which is fine because at the time I had no investment in spell penetration. In a few more days when I'm off timer, I expect to be back in with about 60, hopefully on an LE run, and will see how that performs. The other caster in my party was consistently landing instakills with a spell pen of 59 (59+2 was a failure) which is personally significantly balanced. The fort DC's seemed a little high, I can't determine my Cone of Glacial Wrath DC for certain since it doesn't display it on the spell, but its somewhere in the mid 70's and landed approximately 5-10% of the time. I wasn't able to test will saves because of my spell penetration being too low. In the second part the crystals seem to have rather high HP; if this is to shepherd people into taking ruin+greater ruin that's fine, but keep in mind that's what it's doing right now (Took us 2 runs at the crystal with about 5 people on it, including a furyshotter). Third area was fine, I died like an idiot turning around from a puzzle just in time to see a rainbow wall about to seal the exit, which was completely my fault and a fun mechanic to have to watch out for. The fourth fight wasn't very lethal, I would highly prefer if it was to be revamped with harry dealing much more damage and the blades doing more damage; in addition, having people able to be rezzed really dropped the intensity of that fight. Half the fun is seeing the weak half of the party weeded out in the first wave, and knowing that if you die you're out of the picture. If those changes were made, gnoll healer health should then be reduced, because at the moment its just a pain beating through that much HP while Harry gets back to full health. The endfight was fine, half the party died in a hellball explosion, which is good. Maybe increase the spawn frequency of enemies to increase intensity/decrease the very long time spent watching different planes be tapped into. Our party was made up of one favored soul and a bunch of cocooners.

    HoX: HoX was fun, I was the charmer for our group on account of Mystic Eidolons and 3x Druid Past Lives. My only complaints are that Keeper's tended to spawn so infrequently that we had the puppies hostile about 1/2 of the time, and direct damage from the Hound was enough to kill our pure paly Sentinel tank with Sacred Defender capstone fairly consistently, and that was only on LH (I don't know the exact stats on the tank, but he's one of Cannith's that can do Aurgloroasa+Bone Boys EE and the like, so decent stats). I would prefer to see the bee's beefed up a bit to provide consistent overtime damage to the tank and any poor soul's who decide to stand next to him; we had one druid healer positioned on him and everyone else was presumably self-healing with whatever they had (Oh, I guess I should mention that I run in exalted angel and occasionally toss a mass moderate wounds if someone's dying slowly enough. maybe count me as 1/2 of a healer?).

    Tempest's Spine: This is the only one I did on Legendary Elite yet. Personally, I think the runes and levers are much too high and should be dropped significantly, since the difficulty of the raid shouldn't be finding some gimp fellow with 70 int. I also don't like the one hit mechanisms very much; more lethality in enemies is nice, but there's no reason for a healer when all you need is a rezzer. In this one we had a completely heal specced cleric in the party, and myself; I noticed that even trying to target the 2300 HP 200+ PRR pure fighter in the group often was thwarted by health going from full to empty in less than a second. Everything else in the raid was fine, keep the beholder in the second area vulnerable to helpless effects, it gives tactics a real purpose when you see a 250k hp beholder coming over.
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  17. #77
    Community Member xaul17's Avatar
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    Was able to get on yesterday and try out Tempest Spine (Legendary Normal)

    It was quite a change in the positive direction as opposed to when I had run on Lammania. Did a run with the guild and we were able to cut through fairly easily, though it wasn't nearly as solo-friendly. Mobs were definitely hitting harder, had more hps and overall the experience was a lot of fun. Not done it on LH or LE, nor have I done any of the other raids, but this is what I have to share.
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  18. #78
    Community Member Henky's Avatar
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    Legendary Shroud can bug out if Fortis is healed with consecration or divine wrath as Tavern Brawl. You will not be able to kill him ergo you will not be able to finish shroud.

  19. #79
    Community Member alvarego's Avatar
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    Quote Originally Posted by nokowi View Post
    I melee him and run around in a circle on a low PRR/HP toon. He has trouble attacking you. This works nicely for beholders as well. You can range him and do less damage on LE (even on your melee toon) if you can't stand dying.

    I don't believe you took a critical hit (although you do need more fort). Its going to take 2000+ HP and 220+ PRR to survive a hit. Tanks can build to this. If they can intimidate, the rest of your melee can attack away.
    well I can stand dying, the point is that I have a way to avoid it, if it's just auto death well that's not fun at least in my opinion

    about dancing around giant in the mist, well that can get really funny
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  20. #80
    FreeDeeOh PsychoBlonde's Avatar
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    Quote Originally Posted by Vargouille View Post
    We're looking into this today.
    Offhand, I suspect it's related to putting an augment in the red slot--I have a lot of "weapon enchant" style effects from past lives and epic destinies and so forth, but it was working fine when I was tooling around with it last night. So I threw an augment in it and went to bed. This morning? Bye-bye electric damage.
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