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  1. #21
    Community Member Dragbon's Avatar
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    I have a little feedback on the raid.

    Phase 1 is nice the only thing I ask is if you can add the red lines when you detect a trap to finding the runes. Its just a little hard to follow where you found them and even more so if you find 2 or more in one search. Otherwise its nice.

    Phase 2 is a little boring. Nothing really stands out about it.

    Phase 3 There are 2 big things I need to talk about for this phase. The first is the hand of vecna, it was dealing damage at 3 seconds on the countdown and also it is really hard to see when you get it. Can we get a visual indicating or something to tell us when we are targeted by it. When the raid gets a little chaotic it will just start killing people as is. The next point is the Trex roar can we get a raid warning or something to tell us when it is charging up. I think the time it takes to start roaring is great but if you are doing something else you can easily miss it until its too late. On normal it was dealing 1k damage on the first tick and if that scales on higher difficulties its going to mean that you dont have any room for error in getting on a platform. I do have a final point to talk about for this phase and its in regards to the orange named trash, on normal it could still be instakilled, if on higher difficulties the orange names are going to be deathwarded then cc/dc casters will be useless in this raid. My suggestion for that is only make one orange name spawn in each pack and make the rest instakillable.
    Dragxon Dragbon Dreadclaw Frass
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  2. #22
    Community Member DYWYPI's Avatar
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    I had a small tour of the Raid, I enjoyed the artwork. My Character was a little too weak to solo it all, but she was not geared correctly anyway.


    In fact no shots were fired and nobody even went, till three centuries passed and a treaty was finally sent.

    The runes weren't all that discreet.


    I've never been big fan of the above icon set, which appeared several times. Because in some circumstances it can rather "confusing" as the item being revealed could have been in another area or the icons won't clear correctly.
    Last edited by DYWYPI; 07-02-2022 at 01:51 PM. Reason: X

  3. #23
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    Lamannia has reopend with a new look at the Skeletons in the Closet raid! We'd love to get more feedback on it, so please do get your friends together and run it! Lamannia will remain open until 3pm Eastern tomorrow (Friday).
    Last edited by Cordovan; 07-07-2022 at 05:18 PM.
    Have fun, and don't forget to gather for buffs!
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  4. #24
    Community Member Axcarth's Avatar
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    Quote Originally Posted by Cordovan View Post
    Lamannia will remain open until 3pm Eastern tomorrow (Thursday).
    hm?! This supossed to be posted yesterday?

  5. #25
    Community Member Epicsoul's Avatar
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    Quote Originally Posted by Cordovan View Post
    Lamannia has reopend with a new look at the Skeletons in the Closet raid! We'd love to get more feedback on it, so please do get your friends together and run it! Lamannia will remain open until 3pm Eastern tomorrow (Thursday).
    Not much of a heads up. I also didn't notice the title change on this old thread.
    Epicsoul | Omnisoul | Soul - Assistant to the Regional Manager of Lava Divers (2020-Present | Regional Manager of Lava Divers (2021-2022)
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  6. #26
    Community Member Ghustor's Avatar
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    .edited.
    Last edited by Ghustor; 07-07-2022 at 07:39 PM.

  7. #27
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    Quote Originally Posted by Cordovan View Post
    Lamannia has reopend with a new look at the Skeletons in the Closet raid! We'd love to get more feedback on it, so please do get your friends together and run it! Lamannia will remain open until 3pm Eastern tomorrow (Friday).
    Have a question not so much about the raid, but the raid loot. Currently the only "blanks" that I see available are Helm and Cloak. These are the items that you can craft on that have an open set bonus, I was wondering is there a plan to release more blanks? or is this it?

    Just asking as I am trying to create a gear set around the new loot, and need to know slots might have a "set" augment added to them.

    If there is no plan now to add more, that's what it is, would just be nice to know.

  8. #28
    Uber Completionist rabidfox's Avatar
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    Quote Originally Posted by Abilbo View Post
    Have a question not so much about the raid, but the raid loot. Currently the only "blanks" that I see available are Helm and Cloak. These are the items that you can craft on that have an open set bonus, I was wondering is there a plan to release more blanks? or is this it?

    Just asking as I am trying to create a gear set around the new loot, and need to know slots might have a "set" augment added to them.

    If there is no plan now to add more, that's what it is, would just be nice to know.
    They've been saying the chest/helm/cloak are only pieces that'll do the (3-piece) set slots for a while now.

  9. #29
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    TtS doesnt seem to be applying Darkness stacks to anyone, with the Shadowdancer Core 4

  10. #30
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    If you want testing you really should post a day in advance rather than just make it a surprise
    Member of Spellswords on Ghallanda

  11. #31
    Community Member Duhboy's Avatar
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    Quote Originally Posted by mikarddo View Post
    If you want testing you really should post a day in advance rather than just make it a surprise
    Better yet open it on the weekend so people that work all week can have enough time to play on Lammania and give you guys all the feedback you could want.
    Shaox xKahn of Orien server

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  12. #32
    Community Member Epicsoul's Avatar
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    Default Skeletons In The Closet

    Ran the raid again on normal and R1 this preview. Overall, more polished and we didn't crash randomly. I do have a few comments of things I would like to see before it's released, if there's still time for changes.

    1. Part 1 is still a bit meh to me and most folks I've talked with. I really wish players had more to look out for while trying to find the entrance to part two. More traps, more security statues, something.

    2. On normal, part 2 is still incredibly easy. Too easy. On higher difficulties, I would like to see the circles mechanic removed and him throw players into spikes instead. This would mean adding a reflex save to the spikes as well. It's a great callback to ToD and circles are overused anyways.

    3. The evil damage from the Rex feels a bit too much on R1.
    Epicsoul | Omnisoul | Soul - Assistant to the Regional Manager of Lava Divers (2020-Present | Regional Manager of Lava Divers (2021-2022)
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  13. #33
    Community Member Epicsoul's Avatar
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    Quote Originally Posted by Epicsoul View Post
    1. Part 1 is still a bit meh to me and most folks I've talked with. I really wish players had more to look out for while trying to find the entrance to part two. More traps, more security statues, something.
    An additional thought for part 1. I seems everyone was getting the spot check for the runes regardless of their spot skill. I think there should be a spot check if one doesn't exist, somewhere around 50-60-70 for N/H/E maybe?
    Epicsoul | Omnisoul | Soul - Assistant to the Regional Manager of Lava Divers (2020-Present | Regional Manager of Lava Divers (2021-2022)
    Need to contact the Lava Divers of Khyber? DM our HR Department on Discord: Epicsoul (Epicsoul#3214)

  14. #34
    Founder & Super Hero Arkat's Avatar
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    Quote Originally Posted by Epicsoul View Post
    An additional thought for part 1. I seems everyone was getting the spot check for the runes regardless of their spot skill. I think there should be a spot check if one doesn't exist, somewhere around 50-60-70 for N/H/E maybe?
    I'd be concerned with putting in too many "You must be this tall to enter the raid" checks on the players.

    At one point, way in the past, the 75 STR requirement for that lever in the Tempest's Spine raid was real problem for some parties.
    Quote Originally Posted by Aelonwy View Post
    Quote Originally Posted by Cordovan View Post
    The release notes themselves are essentially the same as was seen on Lamannia most recently.
    This^, in so many words, is how you say time and feedback on Lamannia are wasted.

  15. #35
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    "An acid damage over time effect from items has had its damage dice changed from 1d100 to 10d10 to raise the floor and provide less of a random spread (found in LGS, Legendary Alchemical, Dino Crafting)"

    Nice. How things work if have like both alchemical and dino dot on items at the same time? While your at this your sure about Curse of Agony as dino dot?

    "you take 6d6+6 damage every 2 seconds from a painful curse"

    It might be painful but the damage as a whole could be seen as bit low.

  16. #36
    Hero QuantumFX's Avatar
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    I hate that all the loot from this raid is BtC. It really needs to be like the Legendary Alchemical weapons and BtCoE. Also, bring back an artifact helmet. This means *BOTH* a standard and an artifact version. Limiting artifacts to the Curse set is unoriginal and uninspired loot design.
    Things worthy of Standing Stone going EXTREME PREJUDICE™ on.:
    • Epic and Legendary Mysterious ring upgrades, please.
    • Change the stack size of filigree in the shared bank to 50. The 5 stack makes the shared bank worthless for storing filigree in a human usable manner.
    • Fixing why I don't connect to the chat server for 5 minutes when I log into a game world.
    • Fixing the wonky Lightning Sphere and Tactical Det firing by converting them to use alchemist spell arcing.
    • Redoing the drop rates of tomes in generic and raid loot tables.

  17. #37
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    Quote Originally Posted by Cordovan View Post
    UPDATE: Lamannia has reopened with a new look at Skeletons in the Closet! This preview will stay open until 3:00pm Eastern (-4 GMT) on Friday, July 8th.

    Bugfixes:


    • Magus of the Eclipse's 4th core now grants its listed spell pen, spellpower, and spell points
    • Magus of the Eclipse's Evocation DC enhancement now has a better icon
    • Potentially fixed an erroneous chance to get 1 Tyrannosaur tooth from the saga reward option
    • New copies of Legendary Twinchopper have their proper effects
    • Renamed an gem to Black Diamond to prevent confusion
    • Scale damaging augments have had their damage types fixed
    • Artificer and Druid pets now factor in your Legendary Levels to their total level
    • Melee and Ranged Power level 32 augments now give their correct amounts of melee and ranged power (+12)
    • Fixed a few typos across various systems relating to effect typing
    • Certain attack animations for Aasimar males no longer physically turn your character
    • Whispers of Return now drops its correct loot list.


    UI Changes


    • Examining your Artificer and Druid pets now shows their total level instead of a class breakdown
    • Legendary characters in non-legendary dungeons will now be able to tell if they are overlevel in by checking the XP Report
    • Non-legendary wilderness areas no longer display that legendary characters are eligible to receive XP
    • Augments now display their types in hover-overs again.


    Gameplay Changes


    • An acid damage over time effect from items has had its damage dice changed from 1d100 to 10d10 to raise the floor and provide less of a random spread (found in LGS, Legendary Alchemical, Dino Crafting)


    Dear sir/madam, would you please fix the Brighthorn augment not working at range weapons as well? Thank you!!

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