U75.7 Preview 2 - New Raid

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SteelStar

Senior Systems Designer
Use this thread to give feedback about the new level 36 Legendary raid "Relentless", available in Lamordia's Ludendorf Town Hall on the upper floor in the south west corner.

Changes from Preview 1 include (but are not limited to):
  • Fixed the Hit Points on "The Artist" Brain-in-a-Jar boss to the correct values.
  • Adjusted the Artist and Brush boss fight mechanics
  • Reduced the Spell Point drain from failing a mechanic in the Mudman Room to a more reasonable number (though we're still open to feedback from players who have tested the adjusted version)
  • A mechanic during the fight phases with the Juggernaut that was not present in Preview 1 has been completed and introduced into this Preview.
  • Adjusted monster statting
  • Raised damage from the statues
  • The Scythe is no longer damageable in the last phase of the Raid - It is intended to be a hazard.
 

rabidfox

The People's Champion
Going in later, just curious for those who've done it already today, is the rest shine available to use now?
 

PurpleSerpent

Monster Hunter of Moderate Renown
Use this thread to give feedback about the new level 36 Legendary raid "Relentless", available in Lamordia's Ludendorf Town Hall on the upper floor in the south west corner.

Changes from Preview 1 include (but are not limited to):
  • Fixed the Hit Points on "The Artist" Brain-in-a-Jar boss to the correct values.
  • Adjusted the Artist and Brush boss fight mechanics
  • Reduced the Spell Point drain from failing a mechanic in the Mudman Room to a more reasonable number (though we're still open to feedback from players who have tested the adjusted version)
  • A mechanic during the fight phases with the Juggernaut that was not present in Preview 1 has been completed and introduced into this Preview.
  • Adjusted monster statting
  • Raised damage from the statues
  • The Scythe is no longer damageable in the last phase of the Raid - It is intended to be a hazard.
I haven't tried this with a party on the current preview, but how often is the Grip of the Killer effect supposed to be able to trigger? During my truncated attempt at a solo test on a couple of occasions I was dragged back into that room less than five seconds after entering, before I'd even had time to attack the Juggernaut.

(Also, is it possible the required kill in that room could be anything other than a Helmed Horror? The spell point drain was making this raid enough of a pain for casters already, and those things are *horrible* to kill if your DPS is based around any of Cold, Fire or Electric damage.)
 

Gruben

Darkest Apostate
you said you were going to change the sp drain to something else is that still your plan? why no mention of your plan to remove the sp drain? are you planning to omega buff casters(double or quadruple spell power or double crit damage) in the raid update to correspond with that?

sp drain makes 0 sense and is simply a "BUY SP POTS FROM THE STORE BROKEY" -pokemane voice
as a healer i really hate that you even consider this mechanic for the game and you make the haters on the forums sound smart.

L

I'll see about testing the new version but I know yall are smarter than this
 

l_remmie

Well-known member
Spellpoint drain is one of the most hated mechanics in all of gaming.
It's like discard and land destruction in magic. It leaves you useless and powerless but alive to be miserable.

In DDO the tiny amount of mana resource managing is also only for the first lifers and badly equipped. It's horrible gameplay.
There is a reason pretty much every game has recharging mana.

Get it out and apologize for even trying this.
 

woq

Well-known member
Spellpoint drain is one of the most hated mechanics in all of gaming.
It's like discard and land destruction in magic. It leaves you useless and powerless but alive to be miserable.
Discard and land destruction are awesome in magic though, but that's a PvP game.
 

l_remmie

Well-known member
Discard and land destruction are awesome in magic though, but that's a PvP game.
People truly absolutely hate playing against it. Wotc has been clear about that for decades.
Playing with it can be fun for a while. Everybody wants to play as the bad guy sometimes. Keep it up and loose all your friends though.
And for WotC that meant keep printing tournament level resource denial and watch players stop playing.
Discard is currently pretty strong though, but it plays a role in keeping combo down and variance up.
 

Fanaval

Active member
Thanks for your efforts.
I was unable to see a mechanic in the Artist's room. It is an hidden one? Please explain.
My personal opinion: Statues mechanic are good. Circle mechanic is good. SP drain mechanic is meh considering that potions could (and probably will need to) be bought. A different kind of debuff instead of SP drain would be more fair. Too much beat down of bosses in the side rooms and no complications due to non boss monsters.
Trash are constructs only. A little more variety is needed.
Please (to do): At least one more interesting mechanic is needed.
Notes: the vulnerability on boss thanks to light spells seems to not increase physical damage. It is a bug?
 

Lazuli

Well-known member
I want to ask the devs why they always design anti-caster raids, where casters have almost no role and are third-class citizens. Do you know, devs, that casters are currently being declined in raid groups, even in LH?

Did you read the topic I started about this, and the massive support that my proposal to make raids more friendly for casters received?

Why are you designing against casters, devs? Do you know that they make up half of the classes in the game? So why do you exclude them? There are many people frustrated by this. And now you do a raid that is criminal for the casters. There is no role for us, and you also drain us of mana, leaving us useless, it's ridiculous.

Why are all the obstacles in a raid for casters and none for weapon users? Where are the mobs that are difficult to kill with weapons and easy to kill with magic? Oh. Those don't exist.

I'm tired. So much for renewing my VIP subscription.
 

Monkey_Archer

Well-known member
I want to ask the devs why they always design anti-caster raids, where casters have almost no role and are third-class citizens. Do you know, devs, that casters are currently being declined in raid groups, even in LH?

Did you read the topic I started about this, and the massive support that my proposal to make raids more friendly for casters received?

Why are you designing against casters, devs? Do you know that they make up half of the classes in the game? So why do you exclude them? There are many people frustrated by this. And now you do a raid that is criminal for the casters. There is no role for us, and you also drain us of mana, leaving us useless, it's ridiculous.

Why are all the obstacles in a raid for casters and none for weapon users? Where are the mobs that are difficult to kill with weapons and easy to kill with magic? Oh. Those don't exist.

I'm tired. So much for renewing my VIP subscription.
Of note: All caster classes have proficiency with crossbows. 🙃
 

Lazuli

Well-known member
Of note: All caster classes have proficiency with crossbows. 🙃
I don't want to be inquisitive; I already have two ranged characters. With my casters, I want to be a caster.

And it seems the devs don't realize that casters don't have universal crowd control or universal IKs. So if they put in a raid full of constructs, undead, or other difficult to control/IK with spells mobs, we're screwed.

Look, devs, since you've given weapon users universal crowd control and some IKs that work on everything, how about giving us back the spells you stole from us? My wizard would be less useless against constructs if you had given me Baleful Polemorph (Turn Frog/Mass Frog in DDO) instead of stealing the spell from our lists. For example. You've stolen so many spells... including Weird, Tentacles, Time Stop, Scillating Pattern... I'm fed up, very tired, that you expect all casters to be at tier 5 magus to have minimal utility in raids by empowering the true heroes, the weapon users, when time stop should be a level 9 spell for wizards and sorc. You know, if you had given us the variety of spells we should have instead of just handing them out to everyone, if our debuff spells actually worked, instead of giving them to weapons, casters would be much more useful.

But you didn't do that. So, devs, can you tell me what role you see for us casters in this raid? And keep in mind that a weapon user class is perfectly interchangeable with another weapon user class because their DPS is universal. But we casters have very restricted spells. Maybe the alchemist can do something here, but the rest of us casters... we don't have the right spells. Thanks, devs, for not only stealing the spells we need, but for making raids where we're useless because your design isn't inclusive. You know, we're thrilled that in a situation where we're being excluded for being useless, you've created a raid where we're even more useless. Brilliant.

And by the way, if you think removing the boss's RD with light damage favors the appearance of casters, no, it doesn't. Weapon users also have light damage with a simple augment (and even more so if they're ranged on Shiradi), making them much more efficient than divine casters in this situation. And yes, I say divine casters. Because neither arcane nor primal casters have significant light damage in their spell lists. Ah. What is the role of casters in this raid, please, devs?
 
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