Relentless Helmed Horror

Strahd

Well-known member
I have ran 4 Relentless raids since Sunday August 2nd. Maybe it is just awful luck but in all 4 the Helmed Horror Bugged out and would not die. In 2 cases he DE spawned at the end to let the players out. Another time he would not DE spawn even after the raid was completed and we had to jump up on the door frame ledge and type /stuck to get out. The last time we got the raid down to 6 mill HP left and then could not complete it because all but 4 players were "jailed". The tank, healers and most of the DPS all "jailed". We had no choice but to abandon the raid. Oh also most of us had already used the /stuck command once so we couldn't get out that way again.

Please take the time to address this issue as it seems be getting worst. Perhaps something with the mechanics of the Helmed Horror are just inherently broken. I personally would not have an issue with it being replaced with another enemy if that means the raid works correctly and no longer has issues. I can't speak for everyone else though.
 

J1NG

I can do things others can't...
Hmmm, I've tried for the last half hour to take Helmed Horror down and had no issues every time.

So slow singular damage taking them down works every time. Suggesting that something different may be at play instead.

From observing the Helmed Horror, it gets back up and then heals up.

I suspect that the Helmed Horror is code wise set as Immortal so can go negative numbers and never dies, but their state engaging the party is altered by going to a negative or close to negative number. Of interest is that healing up called from a script shouldn't be a problem script wise when they are scripted to get back up.

However, of note is that there are two common abilities that are likely found on classes that characters take into this raid that might be interferring with the scripts "healing" the bosses. Notably a Dark Monks "Hand of Harm" that succeeds it's DC check reduces healing by 50%, other possibly found effects include Touch of the Mournlands that can stack another 25% reduction, and other LGS abilities that reduce target Healing Amp, all of these in concert at the right time (time to tick away) could "potentially" prevent a majority of the healing incoming to the targets in the first place, resulsting in not being able to take down a target another time as that happens on hitting zero, and in this case not enough healing came in before damage already took them down.

So this may be player induced problem by just having too many debuffs and applied at the worst time possible.

If this is the case, then either another trigger checks if they're in negative numbers to reset it (unlikely as this one requires a constantly firing check which costs server resources), or the Devs need add a "cleanse" to the bosses "before" healing them up to prevent lingering debuffs hindering healing back up.

J1NG
 

Bjond

Well-known member
Or they could just leave it as-is and add a lever with a 3~5s easy-interrupt induction to spawn the DDoor. If you're being hit, you can't get out. If you're not (cuz it's dead or CC'd or pausing during it's buggy immortal not-really-dying phase), then you can get out.
 

Tyrande

Well-known member
Encountered this issue several times this past weekend. We had to restart the raid twice. Only resolved it the 3rd time. Yes, the boss also bugged out sometimes. They should give out unlimited uses of the /stuck command when there is lag in the game.
 
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