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View Full Version : New Shuyal Arena Boss Feedback.



Madnex
09-16-2014, 05:07 AM
As an elite map fanatic, I'm all for a tough challenge but some things are plain unreasonable. Again, if the loot was worth it (like Kali said, if it was guaranteed legendary drop in Master chest and chance for mythic/arcane - which doesn't really hurt anything since all of the legendaries so far have been useless Noble gear from Shuyal) then it would make sense. Currently, some things are unjustifiably hard. So this is the perspective of a solo rogue in mythics/druid with no arcanes whatsoever.

HP: 3.9k
ARM: 1.5k

Notes:
-No platinum for revives or elixirs was used.
-90% of this feedback comes from runs AFTER the 2-hour shutdown.


Ferrix:
Reasonable difficulty, no one-shots in normal attacks (not even critical hits oneshot) and even survived a red zone! Definitely the easiest boss so far.

Environments:
-Proximity Curse: Easy
-Vortex Crystal: Easy
-Spiders: Moderate
-Poison Pools: Moderate
-Mushrooms: Moderate
-Enraging Obelisk: ----


Glob:
Not impossible, the normal swipe attacks have a 10% chance to climb over 3.9k and one-shot. The "hug" red zone always oneshots but that's reasonable, no complaint there. The charge attack which is followed by a stun, a push and 2-3 hits can be deadly if you have your back in a wall but he won't use it if you stay close enough.

Environments:
-Proximity Curse: Easy
-Vortex Crystal: Hard
-Spiders: Hard
-Poison Pools: Moderate
-Mushrooms: Moderate
-Enraging Obelisk: Very Hard


Rutger:
This is where things get a bit crazy. Normal attacks are fair in damage dealt and since he has no red zones, there's no danger of being one-shot. BUT, the poison damage is incredibly potent! Much like the DoT that follows Alargan's charge red zone or Rendtail's flamethrower red zone, you will receive enormous subsequent amounts of damage that take away 70-80% of your HP per tick. It's hard enough to pot through it without being chased by the boss, let alone by both him and his minions which seem to spawn in a shorter CD from the previous version of this boss. Either the poison damage or the range of the poison cleave must be reduced.

Environments:
-Proximity Curse: Moderate
-Vortex Crystal: Moderate
-Spiders: Very Hard
-Poison Pools: Hard
-Mushrooms: Very Hard
-Enraging Obelisk: Impossible


Bloodhammer:
This one is what I meant by plain unreasonable. The ranged canon ball attack is alright, shockwave doesn't oneshot in any case which is nice I guess. BUT, while his red zone bite oneshots and that's perfectly understood, why on earth should his semi-close range punch attack deal 4.5k-5k per hit?? I'm not referring to the one he jumps and stomps you because that only happens in really close range and is reasonable to kill but this punch like attack is initiated at the same distance with the bite-red zone one! Impossible to avoid even by kiting with higher speed than the boss simply because the arena is too small.

Environments:
-Proximity Curse: Hard
-Vortex Crystal: Hard
-Spiders: Very Hard
-Poison Pools: Hard
-Mushrooms: Very Hard
-Enraging Obelisk: Impossible


Stahl:
This little guy has the highest DPS. Only having two attacks, the normal knife throw and the spin one, if you're going to die it'll be from a oneshot hit. Extremely high damage, 80-90% of HP per hit. Critical hit rate also appears bumped up and yes, you guessed it, those always kill. I had to use Veil, Razor and a higher armor/HP loadout for this one.

Environments:
-Proximity Curse: Easy
-Vortex Crystal: Moderate
-Spiders: Easy
-Poison Pools: Hard
-Mushrooms: Hard
-Enraging Obelisk: Very Hard


Mother:
Much like Glob, the close range swipes do have a chance to oneshot and critical hits always do. The net pull followed by a bite attack does not oneshot, which is cool. The close range heavy bite red zone oneshots, which is reasonable. BUT, the long range web projectile is insanely high-damaging (3.8k+) and is initiated quite often at moderate distance! Although I have found a way to counter this one, it's still a bit unreasonable.

Environments:
-Proximity Curse: Moderate
-Vortex Crystal: Moderate
-Poison Pools: Moderate
-Mushrooms: Very Hard
-Enraging Obelisk: -----


Frostir:
The hardest one so far. On the first 50% or so of his HP, everything is fine, red zones do oneshot but they're easy to evade. BUT, after he enters 40% HP the slowdown AoE permanent circle around him is way too overpowered, especially with Razor Shield being bugged and offering only 5 seconds freedom from it with a quadruple 20 sec CD. After he enrages on 25%, you better give up because not only his normal attacks get insanely buffed in damage but he also moves faster. Lastly, he's glitched and does not exit rage mode after being reset - it forces you to quit unless you're willing to spend 50 platinum in revenge buffs.

Environments:
-Proximity Curse: Hard
-Vortex Crystal: Impossible
-Spiders: Very Hard
-Poison Pools: Hard
-Mushrooms: Very Hard
-Enraging Obelisk: Impossible

Haligali
09-16-2014, 05:26 AM
Shuyal arena?

Madnex
09-16-2014, 05:29 AM
That's how it's named but you can go with Dimensional Arena as well.

Haligali
09-16-2014, 05:30 AM
Oh, i thought its now planar.

Candylicks
09-16-2014, 05:43 AM
It's kind'a small too. Should be the teeny reeny.

Madnex
09-16-2014, 05:54 AM
Oh, i thought its now planar.
Technically that's correct but in game it's either seen as Shuyal arena or Dimensional Arena (in Shuyal again).

Candylicks
09-16-2014, 06:02 AM
Is this feedback before or after the game was down?

Madnex
09-16-2014, 06:18 AM
I saw no difference after the shutdown, the same attacks did the same oneshots. Just gave up on BH with vortex a minute ago after being hit with 4.1 and 4.9 non-critical punch attacks.

joydhillon
09-16-2014, 06:58 AM
90% people arnt playing arena.
Needs everyone to be arcane or else it definitely fails everytime.
Glad i got all my arena achievements in older arena.

Candylicks
09-16-2014, 07:47 AM
I think we need to be cautious about saying it's too hard.

The only one that I found unreasonable was BH + shrooms.

Haligali
09-16-2014, 08:01 AM
I think we need to be cautious about saying it's too hard.

The only one that I found unreasonable was BH + shrooms.

Frostir with spiders also hard, you need to be closer, or else you just hitting mobs, but if you go closer you can get stucked easily in his red zone. Cant go away, he one shot you, revive, still next to him, cant go away, charged shield saves but his red zone also stuns, red zone pops in 2 second later, one shot again..

Candylicks
09-16-2014, 08:29 AM
Frostir with spiders also hard, you need to be closer, or else you just hitting mobs, but if you go closer you can get stucked easily in his red zone. Cant go away, he one shot you, revive, still next to him, cant go away, charged shield saves but his red zone also stuns, red zone pops in 2 second later, one shot again..

We had Frostir w/ spiders... I don't remember this Hali though. It was so late when I was running too, so maybe.

Clock is a no for Arena except for spiders. I remember that.

Haligali
09-16-2014, 08:50 AM
We had Frostir w/ spiders... I don't remember this Hali though. It was so late when I was running too, so maybe.

Clock is a no for Arena except for spiders. I remember that.

Maybe because rogues can avoid the slow with razor and warriors with jugger, but no chance for a smurf even with shield.

Im gona try being instanub, and drop shield for gale, maybe that helps have no other idea.

Candylicks
09-16-2014, 08:52 AM
Maybe because rogues can avoid the slowing with razor and warriors with jugger, but no chance for a smurf even with shield.

Im gona try being instanub, and drop shield for gale, maybe that helps have no other idea.

I'm not rogue. :/

I was thinking gale might be really good in arena, let me know how it works when you try it.

Madnex
09-16-2014, 09:41 AM
This is feedback from soloing. It's kinda bearable with high-level team work and stun pets.

Soundlesskill
09-16-2014, 10:17 AM
Glob is the hardest if your gear suck and you can't respec to str cause you're not a plathead :).
I get 1 shot just by his swipe
I get 1 shot by everyone but ferrix and rugter.

Haligali
09-18-2014, 06:14 AM
I just noticed that Rutger clones can be banished lol.. wish all bosses can be banish too.

Haligali
09-18-2014, 06:32 AM
That obelix is a mistery for me, do we need to not hit, or do we need to break? It stays there even if the boss got enraged, tanking lot of damage. Sometimes just broke without being hit. I noticed that if someone hits, then it starts the enrage countdown, but its impossible to not hit, because my pets can hit, most pets got multiple target on their attacks.

Madnex
09-18-2014, 07:36 AM
If you hit the boss, it comes after you and the countdown begins. If you just hit the obelisk (it's possibleto snipe it with ice or aim/nox or axe), the countdown begins but boss is not coming after you.

I remember from the test server arena that you must break the obelisk before the one minute to stop the boss from enraging. Although with the current targetability issues that the obelisk has, it's much easier to just focus on taking out the boss fast.

Madnex
09-18-2014, 07:38 AM
I just noticed that Rutger clones can be banished lol.. wish all bosses can be banish too.
Yes, all spawnable boss minions are banishable and don't have any immunities (eg. Rendtail's egg mobs can be frozen, stunned, banished etc.).

Haligali
09-18-2014, 07:42 AM
If you hit the boss, it comes after you and the countdown begins. If you just hit the obelisk (it's possibleto snipe it with ice or aim/nox or axe), the countdown begins but boss is not coming after you.

I remember from the test server arena that you must break the obelisk before the one minute to stop the boss from enraging. Although with the current targetability issues that the obelisk has, it's much easier to just focus on taking out the boss fast.

Yea but if i hit boss, my pet attack him and hits obelix with his basic multiple attack. And how you do this with stahl, who is just jumping around, sometimes behind the obelix.

Madnex
09-18-2014, 08:09 AM
First of all I'm going to make a correction on my previous post, the 60-sec countdown is not initiated if you hit the boss. There's a way; if you stick to the wall and lure the boss with non-AoE skill (eg. ice), the boss will approach without triggering the obelisk timer. Most pets have AoE passive but they only attack on a shorter range comparing to skills so if the boss is close to you, the AoE will not hit the obelisk. In cases like stahl though, it's better to stick to tanking him out and carefully deal a good amount of damage before risking to initiate the obelisk countdown.

Serancha
09-18-2014, 09:43 AM
Maybe because rogues can avoid the slow with razor and warriors with jugger, but no chance for a smurf even with shield.

Im gona try being instanub, and drop shield for gale, maybe that helps have no other idea.

Razor shield does absolutely nothing against the Frostir slowdown.

Haligali
09-18-2014, 11:23 AM
First of all I'm going to make a correction on my previous post, the 60-sec countdown is not initiated if you hit the boss. There's a way; if you stick to the wall and lure the boss with non-AoE skill (eg. ice), the boss will approach without triggering the obelisk timer. Most pets have AoE passive but they only attack on a shorter range comparing to skills so if the boss is close to you, the AoE will not hit the obelisk. In cases like stahl though, it's better to stick to tanking him out and carefully deal a good amount of damage before risking to initiate the obelisk countdown.

Yea but these pulling and luring tactics are more difficult in a such small room. A bigger arena would be better.

Madnex
09-18-2014, 11:32 AM
Razor without the three seconds upgrade but 20% dodge and movement impairing effects invulnerability is working very neatly with Frostir's AoE slowdown, just needs charge.

And yes, a larger arena would be nice but mind you they're lowering the arena difficulty in the following days so we can probably make do with this size just fine then.