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Soa Ball Lightnings: The Double Shock


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For the past couple weeks the ball lightnings on the Soa encounter have been 'randomly' getting a second shock off before they explode and die. This is most noticeable on Nightmare with the increased amount of damage where a double shock will often kill its target.

 

The problem is that the AE shock aura runs off the server clock. So for instance if an ability pulses every 2 seconds it would hit at 10:00:00, then 10:00:02, and 10:00:04. This presents a small timing window at both extremes: one good and one bad. Entering AE range at 10:00:02.1 for instance, would mean you have 1.9 seconds before a shock (2nd at 3.9), while if you entered range at 10:00:01.9 you would get shocked almost immediately at 0.1 seconds (2nd at 2.1). 2.1 vs 3.9 is a huge difference, especially when you consider there is no combat log, timing mechanisms, or visual cues from the ability.

 

Back to the first point: a couple weeks ago something changed. Maybe it had something to do with the ability delay fixes or maybe the server code now has a slight delay in detecting that the ball lightning should explode and die, thus allowing a second shock on the low end of the 2.1 - 3.9 window. But the fact of the matter is that double shocks are occurring and causing unavoidable deaths if you happen to hit the wrong extreme.

 

For the sake of the raiding community can the devs please tweak the timing on the ball lightning shocks to be slightly longer? So that we know everyone who explodes a ball properly will live, guaranteed, and then we can all focus on making sure no one eats a ball right before a Force Cyclone. Because in addition to the double shocks, Soa loves to pick the ball lightning targets for Force Cyclone too.

Edited by Malakriss
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We had this happen in Hard as well. Additionally we had a ball lightning target a player who then got sent to a mind trap so the lightning parked itself next to the mindtrap, evade bugged, but killed anyone who got near.
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Just posting to agree with this. It's possibly the most frustrating, problematic mechanic on this fight.

 

The mechanic requires you to run into it and have it detonate. A bug that turns this mechanic intermittently into a 1hit kill is extremely frustrating and disappointing.

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Agreed. An experienced and geared team with multiple previous NM Soa kills shouldn't be forced to do the encounter a handful of times before killing him each EV raid, after a 45 minute clear of the rest of the instance, doubling the time to clear NM EV, just because of one glitchy mechanic on Soa. Yet we do, every week. Please fix.
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Jeah, well, good luck with that. As seen in the latest patch notes, all the devs over at bw care about are the pvp qq`ers lol.

 

This buggy mofo has been keeping peoples bloodpreasure in high numbes ever snince beta hehe.

 

Oh well, maby the third operations is as good as KP then we can atleast have 2 nice ops to enjoy hehe. But i wont keep my hopes up :)

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