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  1. #1
    Community Member
    Join Date
    Aug 2013
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    759

    Default Some Info from todays tests

    Will update once i do more content tomorrow.

    Soloed low level epics on 10 skull, lod fathom, on a full time melee
    Joined group for hh, finished 4 (or was it 3 skull?) and we wiped in 10 skull attempt at zombie spot (could had finished but we had no reliable cc which is prolly needed for it), did other random 10 skulls (some motus), will test more.

    So to sum up some experience has been collected in this round.
    Cannot test on raids/cannot test on higher tier content like slavers (my group of friends arent ingame atm so i have to join pugs and imho they arent optimal for such content thus why i soloed).


    Anyways lets put the introduction behind.
    The champ system is in its current form fun, random crowns that offer random amount of challenge force you to pick priority targets and tactically decide who to "stun" and kill first.
    Question: Reaper 10 skull is intended to provide bosses and all red named as higher tier crown enemies at all times?
    ( i dont dislike that but randomizer can be a pita)
    Some added buffs and some removed buffs put enemies in a state of unpredictability, enchancment ward, quake ward specific make some enemies quite intresting for cc players.

    Question: Is the fom that some enemies spawn with in any way dispellable?

    Issue 1:
    I saw no enemy that is immune to tacticals, my dire charge was pretty much a no fail clutch save move vs fleshie targets.

    Issue nm2:
    Is there no enemy that spawns with nerve venom immunity?
    I checkd thro many sorts of champ buffs from safe spots to see what was added and i didnt see that yet (maybe i didnt check enough?)

    Issue nm3: This one is quite crucial, i do understand that reaper should be hard, but can you change how guards function on enemies?
    Particulary i met enemies with force and light guard buffs, on every time i managed to land a hit on those mobs they would retalitate with 250 average force or light damage to me, there was no internal cd but on every hit so this heavily punishes melee builds, make that guard affect spells and ranged as well.

    Issue nm4: Xp is same as on regular epic, will this be adjusted or is the xp going toward that reaper xp thing you have mentioned, any reveal on that feature?

    Issue nm 5: As i have said, i have pulled mythic bonused items (specific is the armor in lod) and the bonus will not remain once the item is epicd. That whole system is rather pointless imho. Do something about it if you want to rejuvenate old gear.

    Issue nm 6: Lays, enough said, in last previ and now (yes healing debuff is turned off, but lays shouldnt be able to heal yourself, i rely on them alot but i am not sure if its viable)


    So far, overall it is alot of fun, you need to think tactically if you play on your build that is based on a specific flavor.
    Issue i have with current system is that it doesnt punish ranged builds as much as it does for melees.
    I Had a blast soloing 10 skulls, but from every quest i had always the same thought.
    If i was ranged i could had avoided this death, or this death, or this death is pretty much a no escape as melee.
    Imho atm in current form kiting is heavily promoted.
    Change it, i like the spot melees are at, heavy dange with each encounter (dodge bypass mobs are fun, and when they have fortification bypass, dodge bypass and tseing you are dead no matter how much prr you got or hp)

    I dislike the favor for ranged atm, current form is pretty much a shiradi fest for throwers or shiradi gibersh + maybe possibly 1 tank for red/bosses.
    Keep the danger for melees but add some more for ranged and il say reaper is good.
    Last edited by Kebtid; 01-10-2017 at 10:27 PM.
    Quote Originally Posted by sirgog View Post
    There is no shortage of content in this game for the weakest 5% of players.

    For most content, they have three difficulties designed solely for them, Casual, Normal and Hard.

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