Will the Serbule revamp include changes in the scale of buildings too?
Will the Serbule revamp include changes in the scale of buildings too?
This is because, when you (or your pet) attack a mob directly, it calls for help through walls and corners. If you just get near and there is a wall or corner between you and the mob, it won't see you. There is also a difference between Gazluk Keep vs Lab: in GK mobs have a higher aggro range compared to Lab mobs, with the exception of giant beetles. Therefore, if you are used to Lab groups, and attack a mob at an intersection or near the gate to a room, odds are you will pull more. And if you attack them too, you attract more and more of them until you have everything that in range of your nuke + aggro range on you...
Hotfix notes are up!
As it mentions in the notes, we've made some basic tweaks to Gazluk Keep and we'll continue to fine-tune the dungeon based on your feedback. The feedback posted here has been really helpful so far! (But you can send in-game suggestions and feedback also, if you prefer.)
In regards to the mushroom blocking off access to the Scion of Norala, is this going to be fixed before the full moon?
Well, i didn only oen run of ne wdungeon (not full since my game crashed in middle) but it seemed a bit too easy so strenghtenign mobs is good idea.
Unfortunetly since yesterday i cnat play becasue of terribel fps and constant crashes![]()
Oh well, guess that's one less token this month. Guess we'll just have no choice but to give in to lunacy and riot. Or whatever it is lunatic wolves do.
Done some small runs of Gazluk Keep finally, both before and after the hotfix. The two biggest pain points:
1) Respawns. I mentioned this before, but the way respawning works currently is hurtful. Spend 5 minutes clearing things out, and 1 second later they all respawn right on top because it came in a giant wave. It's almost as if there's one system that is clearing corpses, in which it will clear corpses at X minutes, and another system that looks for entities that no longer exist and should and then recreates them every X minutes. Then, every now and again, both of those happen so close together that what you literally just killed respawns immediately.
The increase to health pool exasperates the issue, and so a small group will clear less before this can occur. Combined with the increased range for enemy help calls, it can make for what would normally be doable a complete coin flip depending on a respawn occurring in the middle of a fight.
2) Enemy archers (Infiltrator). So let's say a group goes in without an archer for hookshot. All of the sudden pulling safely becomes a much bigger problem, and the challenge of it goes up considerably. The problem is due to the enemy archers having hookshot for themselves, which if you have a chain of archers they can (and do) hookshot multiple times. This is where 3 enemies can instantly become 10, 20, 30, or more. I have literally been pulled down an entire hallway length by chain hookshots, and I think it was the fastest travel I've ever done between two points! This is where having some spaced out ranged obstacles would be helpful - where enemies can see a player, and aggro on to them, but not actually shoot them. Not a lot, but definitely some spread out as break points that you can use as a "just in case I get hooked, I will only be able to go so far before the chain stops."
Finally, the most interesting thing about this dungeon is that there's a current optimal group setup that is far and away better than anything else. That's 3 sword/mentalism, 3 archer/druid. This wasn't true for Labs, and certainly never mattered for anything below that. Not to say you can't be other things, because that would just not be true, it's just that there is a combination which is far superior. This is because it includes a substantial amount of front-loaded burst damage that can clear trash fast, it includes healing, and several damage types of which nothing has immunity to all of at one time, along with supplemented power regeneration increases which makes it very effective for all current boss fights. It also includes just the right amount of AoE damage needed for clearing waves of non-elites, or even smaller groups of elites quickly.