COB

Discussion in 'Test Server' started by ARCHIVED-Silius, Jul 20, 2012.

  1. please get rid of the mobs near the altar inside cob =/
  2. Rather than remove the mobs, I've located the respawn information (thanks to Hobart's assistance), and I'll be changing it to respawn players near the portal in. Tomorrow I'll be testing it and then begging Hobart for another Test server update a little later tomorrow. Sorry for any troubles there in the meantime, and thank you as always for checking things out and providing feedback.
  3. Enslaved Spirit
    This mob did not take any damage and all of us just got these 2 messages in our damage parses:

    Enslaved Spiritcaller's Spirits' Anger hits you!
    Enslaved Spiritcaller's Torpor hits you!

    No Damage that can be charted, but it was doing damage as per evidence of my health bar. =-p

    Essentially if you run into this mob, its over. :p
  4. I agree with Fingurs in that the damage it was dealing was unreported in our combat log but definately registering on our characters, only when the damage was a critical hit would it say that it did x more damage because of the critical hit.
    As to the mob not taking damage, I am not entirely sure that is the case. It seems that any mob in CoB which is affected by a pantheon enchantment that is stippable by the player cannot lose any health. It is not like normal pota mobs where the buff makes them stronger, it makes them literally never fall below 100% hp. The refresh rate of these enchantments seems somewhat too high, if the mob reapplies the buff during battle it represents a gigantic heal on the mob.
  5. Heres some feedback from our run tonight, most of it is directed at Ceythos since they were his quests.
    For the quest "Clearing the Portal" it seems Boutros the Earthshaker has been reduced in difficulty signifigantly, too much so. He now has nearly the same amount of health as some of the trash mobs and seems to have lost his ability to heal around the 60% mark which was the only unique wrinkle to the fight. I understand he is not supposed to be the toughest encounter in the zone but he has now become on par with most of the trash.
    My suggestion for this would be doubling his hp and adding back in the heal ability, perhaps increasing the damage of Earthshaker as well. It was kind of an interesting mob before in my opinion, at least for a get me started intro boss.

    For the quest "A Short Road to Freedom", it seems to suffer the same issues it did back in January. The problem with this quest is that after seeing it operate you will soon come to realize that there is in fact no point to trying to protect this slave as he travels along his path. If you do nothing and wait at the end of the path by the portal he will eventually wander his way there and trigger the final npc that flags you for the quest update. He paths along and stops intermittenly to spawn mobs at 3 points along his path, but if you don't kill the mobs he will continue along as if nothing happened.
    There are three possible solutions I will resuggest.
    1. Sinabu is able to be attacked by the local Zull population, if you don't keep up with his path he wander ahead and die.
    2. Sinabu can't move on to his next location until the mobs that he triggered are dead.
    3. Sinabu is sick/injured and needs to be rushed to safety before he dies. This would include idea number 2, so he can't move on past mobs he triggered until they died. We also have a timer where if we take too long to force him back along his path that we will fail the quest and have to try again.
    I personally would favor option 1 or 3, but they would be the more difficult of the options and would require some extra fine tuning to get the difficulty of it the way you intend it to be. But it would be less mindless and feel like you are under some kind of pressure. Failing this particular quest doesn't seem especially punishing either because all you have to do is get another key.
    The other issue with this quest is that the final mob that spawns as Sinabu approaches the portal has about 200k hp, this guy (can't remember the name) needs a serious hp buff, and possibly damage buff, he died too fast to know what he did.
    There was also some issues with some mobs that had leashed back to their stationary position but got stuck in some geometry and were unattackable. Not sure how to repeat it but it may be something that needs to be examined in the future. Sorry for the text wall, will try to go back to your bullet format next time.
    Edit: I also would like to reiterate the the lorestone passives need to be pushed onto the test server if possible. Not having them makes it much harder to judge the balance of some encounters, since they are such a powerful buff.
  6. Torveld wrote:
    Or, a 4th option here, just make it like the pota "escort" quests where the mob actually follows the player who spawns it. (Except this time make it so the quest fails if you try to summon).
    But yeah, the quest is exploitable in its current form and needs to be changed.
  7. The mob at the end of the end of the "Portal Quest" needs to have his HP's bumped Sorc epic took away 50% of his health guess its not intended like that. Aggro range on the mobs are pretty wide, intented? Do you really needed to show a Quest icon on the clicky dead bodies for the first quest, once you clicked it? It kinda confuses peeps.. Thanks for looking into the altar being on a weird spot.
  8. Thanks for the vid, Brohn. We haven't got the art pipeline pushed out yet, which should cover those falling issues you recorded.
    The quest shields with the corpses is due to an issue with the NPC type. They have quests for you, but since the type is wrong...well, they can't offer it at the moment. Sorry about that, going to try to get that fixed and the respawn point in an update for tomorrow on Test.
  9. another thing ceythos - i'm not sure how much planar resist tanks are suppose to have at 55 for cob, but a lot of the mobs that cast these planar base spells hit hard. i know i didn't have a lot of buffs, but 5k-7k on top of regular melee dmg seems a bit too high.
  10. Ceythos wrote:
    Did this not make it to the test server yet. I got ganked by 6 mobs at the altar/respawn spot tonight (which looks like the same old respawn point from our earlier testing of CoB)? oops, just noticed you said tomorrow this would be updated. Shold've read the whole thing first.
  11. Here is a compiled list of some of issues that have been raised in regards to the test server and CoB currently as well as my own observations.
    • Falling through the world
      • Sometimes when logging off inside City of Brass, when you log back in you will be ported outside about 1 kilometer in the air and will fall to your death unless you do something to prevent it quickly.
      • The gold trimmed edges found throughout CoB tend to cause frequent instances of falling through the world. See Brohn's video above.
      • Visible holes in the world. 11309 / 14925 / -89076 -23256 / 21346 / -87477

    • Agro / Pathing issues
      • The agro range and social agro range of many mobs has increased to the point where nearby packs of mobs seem linked to other what seems like separate packs. The mobs just right of the portal (as you face it) are now groups of 2 or 3 different mobs plus their subminions.
      • 12500, 27351, -87426 When standing near this location anywhere on that area which used to be a pool the mobs will not path ontop of it and agro becomes buggy.
      • 22751, 27003, -88315 Nothing can path up this small ramp by the quest body at this location, the creatures will twitch back and forth repeatedly.
      • 8845, 36516, -87112 When standing on this small wall by the quest location the mobs again will behave as stated above.
      • 4831, -14176, -88159 When the roamer pathing on this ramp is going downwards it disappears underground for a large portion of the time it is decending, the same is true of it pathing downwards on the smaller ramp nearby.

    • Creatures incorrectly reporting and recieving damage
      • Any creature with the "Jhor's Favor" enchantment cannot lose any health but recieves normal damage.
      • War Trained Cyclops - reporting damage for Retributive Strike 3 times for one attack and twice for Rageburst. It appears to be just a reporting issue and not genuine damage.
      • [12:41:36] War-Trained Cyclops's Retributive Strike hits you for 4842 damage.
        [12:41:36] War-Trained Cyclops's Retributive Strike hits you for 4842 fire damage.
        [12:41:36] War-Trained Cyclops's Retributive Strike hits you for 4842 damage
      • [12:41:41] War-Trained Cyclops's Rageburst hits you for 3867 damage.
        [12:41:41] War-Trained Cyclops's Rageburst hits you for 3867 damage.
      • Ember Magi - has the same issue with the ability Rain of Fire double reporting.
      • Enslaved Bloodmage - The ability "Bloodspike" hit twice for different amounts during the same second, possibly this is intended but I will report the log anyhow.
      • [13:00:30] Enslaved Bloodmage's Blood Spike hits you for 1856 physical damage.
        [13:00:30] Enslaved Bloodmage's Blood Spike hits you for 5023 damage.
      • Slagbreath - This ability indicates in the tooltip it should have a snare component. It seems to be a root instead.

    • Buffs not correctly reapplying after log out or death
      • Talisman of the Grove - Runspeed not reapplying after logging out and back in.
      • Mass Mental Focus - The Temporal Acceleration II portion of this buff is not reapplying after relogging.
      • Body Enhancement - This KDQ passive does not reapply after death.

    • "The Proof is in the Burning"
      • The broken mosaic panel is unable to be clicked.

    • Boutros the Earthshaker
      • Hp is too low, he takes less time to kill than some of the trash mobs that are farmed to spawn him.
      • Earthshaker - The damage of this ability seems to have been reduced too much, perhaps increasing the stun radius ( of stomp? )would be appropriate as well.
      • Seems to be missing his ability to heal, perhaps this is an intended change but it was a somewhat interesting mechanic that added flavor to the encounter.

    • "A Short Road to Freedom"
      • There is no benefit to protecting to Sinabu and no penalty for not killing the creatures he spawns along his path. See below for suggestions.
      • Daarilz - This final spawn has an incredibly low amount of health, consider increasing it by 5 times its current amount or so.

    • Adham
      • Engulfing Darkness appears to not be there anymore, possibly intended.
      • Dark Embrace - This seems like it is just a straight summon, it doesn't have anything attached to it in terms of damage or debuff.
      • Dark Matter- This feels underwhelmingly powerful, it seems Power Sap is more a threat to energy than the infrequent casting of this. Increasing the amount of endurance and energy drained by this ability would seem apporpriate to me.

    Possible solutions for "A Short Road to Freedom"
    1. Sinabu is able to be attacked by the local Zull population, if you don't keep up with his path he wanders ahead and dies.
    2. Sinabu can't move on to his next location until the mobs that he triggered are dead.
    3. Sinabu is sick/injured and needs to be rushed to safety before he dies. This would include idea number 2, so he can't move on past mobs he triggered until they died. We also have a timer where if we take too long to force him back along his path that we will fail the quest and have to try again.
    4. Make it like the pota escort where Sinabu will follow the player around but the quest will fail if a summon is attmepted.

    Edit: Just wanted to say thanks for finally getting those lorestones over on test. I also would have acknowledged the death loop situation but I figured it was well known and being resolved shortly.

Share This Page