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Regional FlagFEEDBACK: Vale of Eternal Sorrows (Flexible)Source
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#1 - 2013/07/27 01:01:00 AM
Please use this thread to share feedback on Vale of Eternal Sorrows on Flexible mode.

When giving feedback, please specify your group size, and give some indication of the group makeup (100% guild group, general chat PUG, etc.) and raiding background.

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#15 - 2013/07/27 03:00:00 PM
When fully purified on Norushen, are we intended to do 25% extra damage to the boss? Tooltip says "25% additional damage inflicted to the Amalgam of Corruption. Cleanse your corruption to increase your damage."

Problem is, after 7 minutes, and going down on the 2nd wave of portals, I ended at 72k DPS. Looks like abilities weren't hitting for their proper damage. Definitely didn't have a 25% damage buff, even at 506 ilvl, abilities certainly weren't hitting for what they should. Would explain our wipe at ~42% to enrage.

There may be a bug there -- we're investigating. The intent is that you should do something like 31% less damage right at the start of the fight, 50% less damage if you're fully Corrupt, and 25% extra damage (i.e. 125% of normal damage) once you've been Purified, with a sliding scale in between. In general you should do a bit less than double what you do at the start of the fight, once fully Purified (69% of normal -> 125% of normal).

If that isn't working properly in this build, that will of course make it extremely difficult to meet the enrage timer until we can fix it.

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#16 - 2013/07/27 03:04:00 PM
07/27/2013 07:54 AMPosted by Protarican
Originally the raid leader put a group of 7 raiders, granted I explained to him that 10 is the minimum and in my opinion please make it that people can't queue, unless there's a minimum of 10, because there will be random pugs that will attempt to run in small numbers. Also, I couldn't tell if the adjustment worked when the group size was 15 players and dropping down to 12 because some people decided to dip out before we pulled was being scaled in difficulty or at least in mechanics. It felt much harder as people left and felt like we were contending with the larger comp size of 15 than 12, unless that required us to leave instance group and rezone is that intended?

Creature health and damage should scale completely dynamically as people come and go, as well as mechanics interactions such as the number of puddles into which Immerseus splits. The number by your minimap should be an accurate indication of your current instance group size.

For testing purposes (mostly internal convenience on our end), you can currently queue with a fairly small group, but nothing will actually scale below a 10-player size. When we release 5.4, we're intending to require a minimum of 8 players to queue. The thought there is that you might want to begin clearing the instance or at least zone in and get ready while waiting on a latecomer 9th/10th, and if we set the queue limit strictly to 10, that wouldn't be possible.

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#18 - 2013/07/27 07:26:00 PM
The damage debuff/buff should be working correctly now on Norushen. Players should literally doing double the damage to the boss that they were before, which should make things just a bit simpler.

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#34 - 2013/07/28 07:53:00 PM
07/28/2013 12:44 PMPosted by Cherlloyd
Any chance you are going to fix the scaling hit down? It's annoying to go into flex starting off 4-5% off hit cap and nothing you can do.


Unfortunately, that isn't something we can fix. The item level scaling used in Challenge Modes and Proving Grounds has some special handling for hit/expertise, but is a hardcoded aspect of those game modes. This is just a buff we use to manually adjust item level to normalize it for testing purposes, varying from boss to boss and difficulty to difficulty. We'll work on a more elegant solution for future testing, but in the meantime your best bet is to adjust your reforging accordingly.