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WendaWenda

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  1. Remove the aggro drop feature from Evasion. (PVE) Evasion is only usable against melee/range damage, which rarely targets a DPS and when it does its when there is Aggro on the player. For example you could use Evasion to negate damage from Dread Master Brontes in Burn Phase, but now u can't cause u drop your aggro and boss switches targets and u ''wasted'' your defensive.
  2. Don't nerf PvE concealment damage. The proposed nerfs to concealment will hurt it a lot in PvE and won't affect PvP. In PvE Conc. is one of the least, if not the least played DPS. If anything it needs buffs not nerfs. The only thing the class has is above average single target damage, which doesn't make it a desireable class for operations. It needs buffs to its damage, so it can shine in at least something or it needs some utility for group. What it definitely doesn't need is nerfs to its PvE damage.
  3. Can u add Sunder debuff to ''Driving Gore'', the lvl 23 choice for Carnage? It seems to be an oversight that Driving gore doesn't apply Sunder debuff, which makes the choice unusable in all game modes.
  4. Boss needs considerably more health on VM. Unless u forcibly stop doing damage, the fight is never long enough for Targeted Watchdog and Multibeam mechanics to occur, even if u mess up stack managment on boss.
  5. The DPS check with 4 DPS is very very hard, but it is doable. Also in the burn phase there are no grenades, just dummy parse. You need to have 4 very good DPS with correct meta classes and rest of the group also DPSing, nobody can stand in any voids.
  6. Driving gore utility on Carnage mara should not remove Armor debuff from gore. This makes the utility completely worthless.
  7. Its god damage when u have no mines, so that doesn't work. Goes through bubble on VM for 100% of your health.
  8. Both Watchdog VM and SM The Multibeam array spawns way too late in the fight, that in both difficulties the boss dies before the add has a chance to spawn. is the add supposed to be an enrage mechanic ? If not, the time it spawns at should be reduced or the boss health increased.
  9. Watchdog VM Sometimes there is an extra beam after degausus, which results in a tank dying. There are no mines left to intercept the beam and u can't use a mine on the ground. Should be fixed
  10. Bug report: The debuff from missiles (Shredded) reduced run back speed by 50% instead of 5% on Story Mode, causing you to be unable to go backwards when u reach 2 stacks.
  11. Fight seems good and balanced the way it is. In case you want to make it easier or harder, just add or remove bit of health.
  12. You are not supposed to remove the mines like that, this tactic doesn't work on VM. You are probably supposed to let them fall on the ground and collect them with Stalker protocol, which is currently almost impossible due to the constant visual bugs and desync. After degausus the mines are seen in different places than they truly are. Most of the time it's impossible to recognize the mines and also the mine animation stays on players even when they have no mine. With such desync it is unplayable. This boss is in no shape to be released like this. All other bosses are fine as they are right now, some tweaks and they are perfect. This should be the priority boss for fixes.
  13. How often do you participate in Operations and on what difficulty? Multiple times a week on Nightmare difficulty. What role did you play on PTS? Tank What are your overall impressions of Lady Dominique? Looks good, its fun, love the arena design. What are your top three suggestions for improving this encounter? Allow the boss to move at the start of the fight. Feels really weird that it is stationary. Make the boss shield itself before it dies and stay shielded until you finish the couplings mechanic, because currently the boss dies before you get enough adds to explode the couplings. Increase the damage required to break the Devastation cast, as currently the cast was usually broken within the first two seconds. Considering this is Story Mode, did the difficulty feel appropriate? Felt fine, except that u can skip most mechanics currently. If you were unable to defeat the boss, what gave your team the most trouble? Not applicable. Did the length of the fight feel appropriate for a final boss? Could be slightly longer, which could be achieved by giving the boss a shield (as i mentioned before), we killed the boss in 4 minutes and 30 seconds. If you encountered any bugs (even known issues), please describe them in as much detail as possible. The boss died before the attractors were defeated and we were unable to defeat those attractors due to them having a shield with no way to remove it. After everyone stucked, we were unable to respawn (attractors and the ship stayed alive). The boss was sometimes spotting Aria even when facing the other direction. Automatic jetpack only worked sometimes, more often you just died from fall instead of it saving you. You can interrupt attractors, which seems wrong? Were there any mechanics that were unclear or confusing? The boss seemed to reset aggro occasionally, was a bit unclear when or why. As the shadow debuffs didn't mention anything to do with aggro. Did any mechanics seem trivial or ignorable? Exploding the generators wasn't required as the boss dies before the buff even gets close to expiring. Tank swap was ignorable. Did you feel engaged for the majority of the fight? Yes, was fun. How did you manage Dominique's tank swap abilities (Desublimating Shadows/Shadow Mass, Shadow Resonance)? Ignored both, played solo tank. Felt almost no effect from the debuffs on me. Considering this is Story Mode, did the damage you received feel appropriate? Damage should be higher from the Boss, maybe lower from the Monstrosities. EDIT: After looking at videos of another group killing this boss, i have noticed that the boss is actually supposed to shield before dying, but in our case, It seems we have skipped the shield and killed the boss early. So this should be fixed.
  14. Boss tokens for Veteran. My suggestion is for the Veteran weekly mission. The veteran weekly mission should give you one boss token of your choice. Then the gearing would be ideal in my opinion.
  15. How do guild leaders control it? They don't. Gear drops to random players and raid leader has no say in it, unless the group agrees to that beforehand but that's their thing if they do. This gearing is fine, its a bit grindy and rng. But otherwise its fine, if u don't do R4 veteran, u don't need better gear for storymodes.
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