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  1. #1

    Default Please Fix Thrill of the hunt and the borked assassins

    Went in on EN on my half tank (consider fighter and paladin tanks are borked now, I can only get what would be considered stalwart 1ish without going full S&B and bork dps) with something like 88 in PRR.

    First - the enemy assassins can throw their chains around forever. Unless you break contact they won't stop swinging. Try to do that playing that class yourself. You can't swing forever. Must be some kind of ability you get when you're CR 31 or something. This can't be how it's supposed to be. And considering the chain attack actually pierce armor and crit (another silly thing - you can understand piercing armor if you aim for chinks in armor - but flailing a chain around would simply bounce off the heaviest armor and shield).

    I doubt anyone can reasonably say that a flailing chain can do more damage then a massive club or axe. That's just silly and broken.

    Howlers quills - now normally a players stack lasts for something like 6-15 seconds dependent of the effect. And for most part when one stack counts to zero then all stacks go away. Not howler quills. It lasts for a minute or so, stacks up to 10 (or something like that) and damages every single 2 second. That is excessive. On EN I was constantly taking 22 or so in damage every 2 seconds for something like 2 minutes. Keep in mind - that's taking 88 in PRR in account.

    End fight. Massive bork. Again - the boss will stop, swing his chain around and kill everything. I was dumb enough to solo with one idiotic healer hireling - the level 25 one. I say idiotic because all hirelings - including level 25 owl bear, a rogue and the panther all stood there smacking him and died. Because the chain crits like nothing else and he does nothing other then swing the thing around. Then add releasing more of the howlers that will stun you and you're toast.

    I left in disgust. On EN with a really good toon, because the hirelings are not smart enough to stay away from the chain and the chain is terrible as it just continues to swing. And that's all he does. He chase you, makes one attack with daggers then stand still and swing forever until you break contant. Over and over and over. Then the howlers come, stun and kill you.

    This is perhaps the worst and most boring mechanic I've ever encountered in this and many other games. It's not hard it's just terribly tedious. Especially since in the many years I've played this game the hirelings remains as dumb as always.

    In fact the level 25 hireling didn't even bother trying to heal himself. He kept trying to cast heal mass and kept interrupting himself. And since Turbine have not blessed them with quicken, they take forever to cast. So at a sliver of HP I run in circles hoping the hireling will heal itself and try to raise some of the other dead ones to occupy him, only to see him stop, swing chain and kill 1000k plus bear in about 5 seconds.

    I kid you not;he stops - hit with dagger once or twice then swing until everything is dead or you move away.

    Suggestion:
    See into howlers quills. It shouldn't last for as long as it does. No toon feature stacks and damages like that for over a minute. Shorten it to 10 seconds and let all stacks die if the howler is dead.

    Assassins, add a timer to their attack. If it exists for players it should for assassins. And lower it's ability to pierce armor and crit with it. It's a swinging chain - not a well aimed dagger. It makes no sense that something like that have a greater ability to crit and damage then a massive axe or well aimed dagger.

    Add the possibility of tactics to the end fight. It's a corridor and a square. You run, stop and it flails the chain. I managed to do this quest with my arti - simply because it's ranged. And I'm fairly sure I would manage with a furyshot. But this should be able to be done on EN without specific type of attacks and classes.

    It's simply silly that a well geared toon with lots of PRR can't at least survive the flailing without running away like a little baby. Especially since the hirelings are dumb enough to stand so damn close that they get hit too.

    This is not a terrible quest, but it suffers from the same poor features like so many of the other quests in the chain - those assassins are simply borked in concept and if you make them red named it gets insufferable boring.

    I noticed that even in 'what goes up' - the stormhorn packs end quest. I wasted so much time fighting wave after wave of assassins that 2 healer hirelings almost ran out of SP. Wave after wave of assassins that just stood there and flailed. And if I didn't kill them first everything else would die. And that's a boring feature that takes so much time off your ability to finish each stage on the top of the glaciar. After 25 minutes of doing it I had a head ache (oh, deep purple for the shadow effect is terrible. You can hardly see where you walk even).

    /Rant off

    Please - trim down the silly features please. I find lazy features like that nauseating. See the mass attack in friends in low places and the other on the roof top is okay. It gets frantic, you can swing them down, stun, trip etc and it helps having lots of PRR. But the whole swing and crit its a terribly lazy feature without tactics. It's all about hoping the dumbarse healer finally heals himself and running away since you can't protect yourself against such a boring mechanic. I can't think of a time before I got 2-3 swings in before I had to move out.

  2. #2
    Community Member Teh_Troll's Avatar
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    Only experience with these guys is in EE, are they as ridiculous on the lower difficulties?

    On EE I don't think they'd be that bad if their saves were a little lower. They don't have a weak one which is stupid on a rogue.

  3. #3
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    Default I agree

    Yep, I agree those shadar Kai assassins seem way overpowered, even on heroic.
    Went in on heroic hard - so 17th level quest - with 19th level rogue, 17th level hireling cleric and owl bear. Wasn't expecting too much difficulty at 2 levels above quest. Got wiped in first side room in about 10 seconds!. It had several shadar Kai assassins in it, and once they all started chain spinning I didn't have a chance. Not only do they do constant high damage, but I realise they imposed an accumulating penalty to your own damage, movement speed etc. so once you get hit once you're pretty much doomed.

  4. #4
    Founder ellamonster's Avatar
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    Yeah they are a bit OP, they can stack an 80% damage reduction and a 40% attack speed reduction. On heroic normal they are more powerful then the red named bosses.

  5. #5
    Community Member SerPounce's Avatar
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    I'm kind of torn on this one, on the one hand I like that they make EH at least a modest challenge when soloing. I've long felt that EH should be harder (there's 4 difficulties, why have three that are basically the same). On the other hand these guys really are out of place difficulty wise. They easily do 4x the DPS of the next most dangerous EH mob in the game.

    Do they break PRR and DR? Is that the deal? I haven't watched the combat logs, but it makes sense based on my observations. If so that does sound like a bug, it's a physical attack, you should get DR/PRR reduction.

    I wouldn't want them to be nerfed too hard for sure, EH is such a snooze usually it's a nice change of pace.
    Sabathal and Sabbathiel of Sarlona

  6. #6
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    not sure about PPR, since that should reduce the dmg, since they are currently (bugged) getting sneak attack damage as well, their current damage is higher then it should be as well. But, tehy do swing it forever (wish my shadarkai could, the CD on it is bad enough but 20sec compared to their constnat usage, ... they should be the same skill whether used by an enemy or a character class)

    But, they do stop if you get away from them, which isnt hard, the trick is to not stand next to them while they are swinging, on EE What goes up, and some of the rooms in Mirror darkly that is an issue since there is either so many or its a closed space.

  7. #7
    Community Member Kerthyn's Avatar
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    Did this one last night and had the same experience. On top of that, when the howlers in the other cages are finally freed they caused an instant dungeon alert Red which harried the party.

    Also how is it possible for two or more assassins ( I've had up to 4) standing side by side whipping around their chains, not get their chains entangled with one another.
    Last edited by Kerthyn; 08-31-2013 at 01:55 PM.
    Kelerak (42 Lives/17 Epic) Kellraiser (15 Lives/4 Epic)

  8. #8
    Community Member Satyriasys's Avatar
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    Not signed! This game is already care bear easy mode. I swear people will complain about anything.
    Join Date: Nov 2009

  9. #9
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    Quote Originally Posted by patang01 View Post
    Add the possibility of tactics to the end fight. It's a corridor and a square. You run, stop and it flails the chain. I managed to do this quest with my arti - simply because it's ranged. And I'm fairly sure I would manage with a furyshot. But this should be able to be done on EN without specific type of attacks and classes.

    It's simply silly that a well geared toon with lots of PRR can't at least survive the flailing without running away like a little baby. Especially since the hirelings are dumb enough to stand so damn close that they get hit too.
    I am rather confused by this. You acknowledge that there is a very viable tactic of moving away for a moment, before the debuff lands, and then returning to the fight until it starts again. And then it sounds like you want to 'add tactics' in the form of making it more viable to just stand there and beat mindlessly on him. Where is the tactical element in that?

    I would much rather fight against foes with interesting abilities than just bigger and badder things, with more HP and higher damage. Special attacks that require you to respond are a great thing.

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