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Post by Psionic-Entity on Apr 20, 2018 18:22:18 GMT -5
Attack rolls are effectively unavoidable, too. They're designed so that a melee character can facetank them, but as a party you need to work on splitting them up. The cone thing might be a better middle ground but I'd definitely keep a small radius so they at least get melee attackers trying to focus fire.
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Post by electrohydra on Apr 20, 2018 18:36:53 GMT -5
Attack rolls are not AoE and can be mitigated by dodge or armor or controlling aggro. The only counterplay to the howls is to not be a melee character. It's very, very hard to get NPCs to not clump up with each other because they tend to want to aggro the same character, and clumped mastiffs means their AoE overlap unless the radius is really really tiny (Something like whip range or less at most).
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Post by electrohydra on May 10, 2018 21:31:20 GMT -5
Fought the Basilisk again. It seems way over the top. I'm at rank 69 (So it should be rank 70). It has 27 Dodge (4 more then a PC can even possibly get at this level, with a lot more armor : It was regularly absorbing full damage from Mathias's attacks) and +16 AB (3 more then an on-level PC) and a single hit of it's bite attack is an instant kill. (Petrified for long enough that the poison kills you before you can break free even with 140 toxicity so spare.)
And it's not like it's stone men are weak either, and you get two of them + basilisk for a 2-man party.
It's also bugged and will continue attacking a downed PC. As of this update it's been hitting me for 15 minutes and ignoring Mathias who's attacking it. And after 15 minutes of being attacked, it JUST got to Barely Injured.
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Post by electrohydra on May 10, 2018 23:57:44 GMT -5
So after-action report. It took 2 hours of non-stop attacking for Mathias to kill it. And it kills PCs in one hit. This is actually more then just over the top.
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Post by Psionic-Entity on May 12, 2018 7:18:53 GMT -5
Those stats are insane and I'm not sure exactly why it happened. Adding some debug text next update but it may take another update or two to get it.
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Post by Kitsunenotsume on May 12, 2018 12:52:14 GMT -5
The Labyrinth puzzle locked out (we presume, due to the rumble) on the second lever in the room with the 4 element puzzle despite, (we think), having the right combination. Unfortunately, I have no idea if this was intended or not, since I've never seen it operational.
This was the first time that three of us had visited it (Em, Allison, and James), but apparently Kitara, who had activated the levers, had visited it a few days ago.
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Post by Psionic-Entity on May 13, 2018 9:35:34 GMT -5
Way too vague, if you want to PM me with more details, maybe a screenshot of the puzzle's iteration when you did it and what you think the right strategy is, then I can confirm.
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Post by Kitsunenotsume on May 14, 2018 3:06:27 GMT -5
PM sent.
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Post by Kitsunenotsume on Jun 16, 2018 13:10:12 GMT -5
Situation: party of 4 (Kitara, Em, James, Allison) Subject: more mastiff feedback
I was, admittedly, the first person into the room, but over the course of less than two rounds, I was subjected to three howls in melee range. Turn-counter in the screenshot is my 2 attacks per round with a one-handed weapon. Over the course of about 10 seconds, I was hit by three separate Mastiff howls for over 150 damage while having Explosion Resistance of 39% and 25% Damage Immunity (which does not seem to apply)(The last damage set was off the screenshot when I took it). While James admittedly has sufficient HP to simply get murdered, that is still a sizable chunk of damage far faster than can be countered. We were fortunate that the fourth mastiff for our party of 4 was stuck at the back of the room, but even so look no less than 4 downed party members over the course of the fight.
The second time we got mastiffs, we had 4 hounds that got into melee within a round of each other and clipped the melee for 4 howls in 10 seconds or so. which, again, resulted in very dead melee. If not for James and Em spamming Autodefib and Autocryo (literally, we were using most of out actions to do so) we would have had people go down at least 7 times judging from the number of times they activated.
As noted by EH above, due to how Mob AI works, it is actually really hard to 'unglue' an NPC from a target (requiring either Taunt, or CC and a lot of positioning that prevents offence), and they will almost always beeline for the first character in the room. As a result, it is reasonable to expect that 70% of the mobs in the room will engage in melee with the first person there, thus effectively guaranteeing that the melee takes multiple howls before they can be separated.
The mastiffs were manageable without leaning on contingent revives in later rooms when we took active efforts only to engage one or two mastiffs at a time. I also suspect that some form of CC spam, like a Cryo-blaster, massed Stun-Grenades, or oil-and-Hailstorm might improve the issues of fighting them in groups.
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Post by Kitsunenotsume on Jun 16, 2018 13:15:36 GMT -5
The boss strikes me as having a significant difficulty spike.
Hitting the boss with anything resulted in a disarm, and you cannot re-equip anything into the weapon's slot.
As a result of being disarmed of your primary weapons (sure), you are left attacking the boss with your gloves.
But gloves are considered weapons, and thus *also* disarmed.
The issue here is that gloves provide a decent chunk of armor and defense (admittedly around 10%, but still a respectable chunk), as well as non-melee benefits like igniters and injectors, and the confusing logic that you got your hand caught on the boss.
The result of the slot being marked as 'disarmed' means even carrying spare weapons cannot be equipped, and thus cannot pull out a shotgun because your axe got stolen, or you can't put on a spare set of gloves (assuming you have any) because your gauntlets got stuck.
If the intent is for melee weapons to be relatively ineffective, I would suggest removing gloves as valid targets for the disarm effect, and simply applying a large base damage penalty to the glove-weapons when within melee range of the boss.
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Post by Psionic-Entity on Jun 16, 2018 16:23:39 GMT -5
Gloves thing will be fixed for next update.
I'll make it so that larger groups of mastiffs will have to stagger their howls a little, which should give you some more time to split them up or even just heal a tank.
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Post by drunkensolamnic on Jun 16, 2018 16:41:35 GMT -5
YOu'd think there'd be a disarm vs dc check for being disarmed rather than the auto-removal. I didn't notice a single check against the effect?
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Post by Kitsunenotsume on Oct 20, 2018 0:30:00 GMT -5
First encounter with the Basilisk.
General observation: It needs to have either the Petrification, *or* the confuse poison. Either way the confuse poison needs to have a set duration, instead of it's current nigh indefinite length. As observed by EH above, the Petrification lasts for about 30 seconds, I'd say, and even with 200 Metabolism, it maxed out my tox in about 6 ticks which was well under that.
It also appears, based on some biased evidence of being dead while the snake kept attacking me, that the creature spams "Snake Bite" to the exclusion of anything else. This makes Block suprisingly effective until one gets through and the target becomes petrified and poisoned, and shortly thereafter indefinitely confused.
It took 15 minutes before Aurelie was released from confusion, and in that time, we killed the beast purely using my armor-spikes, and it casting Bite, once every 6 seconds, on James, who was downed. As a result, even using an Elixir of Recovery, my health was not returned past the 1 minimum. A second Elixer use (of 80.5 each) was needed to recover my HP.
RE Mastiffs, Attempting to stagger the Mastiffs with a stun worked backwards: we had one fight where the mastiffs staggered themselves, and another where due to a stun grenade, we had two howls go off in the same round.
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Post by Psionic-Entity on Oct 20, 2018 14:08:22 GMT -5
The bite every round and indefinite confusion will be fixed next update. I'll also take down the toxicity rate from being petrified to give teammates a better chance to use one of the antidote items/abilities.
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