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Rumble's Grotto revamp feedback


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#1 huhbum

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Posted 08 May 2014 - 05:18

Disclaimer: Feedback from one test run(2+ hours). I'd like to do additional testing, but this is my initial feedback on the changes to Rumble's Grotto.

 

Really quick, as I have to go to bed soon for work tomorrow! Here are my major concerns with the revamped Rumble's Grotto(non-Ascended version, the Ascended version can be plenty hard and extra frustrating if you like):
 
-The 'totem' daily only gives the party member that destroyed the Kaur Totem credit for destroying the totem. This is a very party-unfriendly mechanic, and will definitely lead to ninja-toteming. I suggest changing this to a party-wide totem counter or adjusting it in another way.
 
-Granite boss: Purple koolaid AoE cloud damage is very strong, and has an enormous radius(despite the awesome name, Purple koolaid AoE clouds appear to work exactly like rocks....except there are three of them, with a large radius. This fight is very troublesome for undergeared or laggy characters, especially considering the tight confines of the fight allowing little to no dodging room from the splashes. Our healer pretty much had to go back to town, get a shield, and spend most of the fight keeping himself alive instead of the tank(wasn't too bad, would hate to be a pure tank in that fight though).

 

Edit: Reading around, it may seem that the splash damage is a reverse-rock; that is, it does less damage at the center than it does at the edge. I'll have to test this further. I'm still concerned about how the cloud damage areas overlap with one another, though.
 
-Trash packs and enemies in general: I haven't run RG much pre-patch in the last week, but the trash packs seem extremely, extremely slow to kill compared to before. I don't think their HP has been increased much, but perhaps a significant defense or damage reduction buff occurred to the monsters. It extended the dungeon time greatly(even with wipes to bosses while testing mechanics, it should never take almost as long to clear trash in non-ascended RG as it does to clear trash in ASV).
 
-Rumble: The new mechanics are interesting but do not actually fix the issues with the old Rumble.
 
The issues with the old Rumble:
- tedious, boring fight
- healing mechanic.
 
The issues with the new Rumble:
- first 50% of the fight is a tedious, boring fight
- healing mechanic not only still exists(he will auto-heal twice, although for less hp than previous) but is now made significantly worse with the healing crystal that heals for 50,000 per tick, and cannot be killed quickly by DPS unless they have exceptional gear (this is the real big one, and I am kinda sad that you guys took the mechanic that was the worst part of the Rumble fight and made it worse). I HIGHLY suggest limiting this mechanic to Ascended Rumble's Grotto.
- prison crystal and healing crystal spawn at the same time in 3rd phase
- Rumble can chain-CC the tank in 3rd phase with his stun followed by crystal prison, or in the 2nd and 3rd phase if the tank crystal is not killed immediately, because the cooldown on crystal prison is very low
- no crystal prison immunity(not an isolated problem to just Rumble).
 
-Bugs:
 
- The repeatable quest that requires the Kaur Bows(forgot the exact name) gives both the remnant and the flake reward instead of the option to choose one.
- Kaur Archers(and archer mobs in general) bug out heavily if you let them attack you and then run out of line of sight.
 
First attempt, went for 2+ hours, I had to go to sleep for work, healer had to log as well. It's kind of cool, but I feel the non-Ascended version needs tweaking, as casual parties are going to get absolutely murdered in there.
 
The dailies are cool! However, I do not want to do the dailies in lieu of running the actual dungeon(which can be accomplished by killing the trash, one spider, blowing up totems, and never actually bothering to kill Rumble ever, and then running BT in 25-35 minutes instead of RG in 1-3 hours).
 
I think what I've seen so far in the new RG will make for a very cool and challenging Ascended version, though, and I look forward to trying that out when I have time! For the non-Ascended version, though, I think that the dungeon is much less attractive to run as it was previously as it currently stands(and is now significantly worse than BT, whereas before it was equally fine, minus Rumble). I think it can certainly be adjusted properly to be fun again, though!


Edited by huhbum, 08 May 2014 - 05:30.


#2 redsmokeboy

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Posted 08 May 2014 - 05:42

Main issue, so far seen over all DGN ran just fine till got to Rumbale, Considering DGN is lvl 45 most enter wearing lvl 40 gear as such very under gear in term's of DPS need fight Rumble kill crytsal in time.

 

Like see reduce healing crytal's spawn hp or reduce healing give to rumble!

 

Both would beuse full over all, with that change see possible for team with full TR gear considering be range of Gear DPS - per member be around 1200- 1300 fully buffed - Impossible kill boss considering DPS need kill crystal in time before rumble fully healed.

 

Other part of rumble fight covered in main post.


Edited by redsmokeboy, 08 May 2014 - 05:44.

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#3 Susej

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Posted 08 May 2014 - 07:54

Agreed with you with the totems.

 

The purple puddles need to be deactivated as 3 people need to be on top of the 3 of them, the first run we did not i redemptioned myself and spammed cc and we were ok and had no problems( we only found the trick in the ascended version), of course the healer must be or inside his bene or have redemption or casting snow otherwise he dies, so your healer must have cd's well accounted for.

 

the mobs have small legs indeed.

 

About rumble i agree crystal should have less hp, but dont change rumble plz, healer must activate force of nature to be able to dogma tank enough during crystals, and on second crystal have cauterize ready, btw one snowstorm with ancestral spirit on was enough to leave tank alive and well during prison time.

 

 

the rem and flake are on purpose.

have to test the kaurs that did not happen to us.

 

Casual parties are gonna have a problem until they get used to rumble mechanics i do agree on that.

 

I still hate shadowmaster( even more the skellys :( ) more then rumble, at least in rumble i can have 1504 dps...

 

Again my team except the tank were fully geared and we were used to playing with each other, so as you said casual parties can be a bit sad at rumble and quartanos.

 

 

regards


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#4 Bryn

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Posted 08 May 2014 - 12:27


Again my team except the tank were fully geared and we were used to playing with each other, so as you said casual parties can be a bit sad at rumble and quartanos.

 

 

And here-in lies the problem, the normal 45 dungeon should be doable by a team in level 40 gear.


Bryn -  Prophet - lvl 45

Ullr -   Ranger -   lvl 32

Thud - Warrior - lvl 16

Payn -  Templar - lvl 16

Jinx -  Mage -      lvl 10

__________________________________________________________________________________

Foraging - 45 | Farming - 45 | Prospecting - 45 | Forestry - 45 | Skinning - 34 | Fishing - 45 | Crystal - 45

Alchemy - 45 | Cooking - 45 | Tailoring - 9 | Leather - 9


#5 l3fty

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Posted 08 May 2014 - 12:56

The current balance is based off a team being able able to do about 4k dps between them. The rest of the difficulty comes from organisation, perhaps even that dps requirement is too high?

 

I'm open to changing it (at least in the normal mode), I just haven't decided what I would change yet ;) 


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#6 HuMoR

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Posted 08 May 2014 - 13:07

The current balance is based off a team being able able to do about 4k dps between them. The rest of the difficulty comes from organisation, perhaps even that dps requirement is too high?

 

I'm open to changing it (at least in the normal mode), I just haven't decided what I would change yet ;)

In all honesty..what would probably help is reducing about 2-3k life off the crystal that traps the tank and maybe 2-3k life off the healing crystal that heals rumble. nothing too much of a nerf...as i found this dungeon to be fun. but that 1 second can cost a entire team. Leave ARG alone though I wanna try that bad boy out :D


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#7 hussey

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Posted 08 May 2014 - 13:16

In ARG the healing crysal has 72 k hp :P


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#8 slipknot84

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Posted 08 May 2014 - 13:25

did you have full 45 sets lefty?


Edited by slipknot84, 08 May 2014 - 13:26.

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#9 Maquiboy

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Posted 08 May 2014 - 16:39

The current balance is based off a team being able able to do about 4k dps between them. The rest of the difficulty comes from organisation, perhaps even that dps requirement is too high?

 

I'm open to changing it (at least in the normal mode), I just haven't decided what I would change yet ;)

 

 

you can begin there ;  The first tier of rumble is very long and annoying. That can be reduce in hp... The chalenge begin at 2nd tier. Personally we didnt been able do kill Rumble in ARG yet. Even spiders wiped us out many times before we stopped trying it and concentrate on bosses. :( hope to work on that tonight.



#10 Oops

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Posted 08 May 2014 - 19:31

Agreed with you with the totems.

 

The purple puddles need to be deactivated as 3 people need to be on top of the 3 of them, the first run we did not i redemptioned myself and spammed cc and we were ok and had no problems( we only found the trick in the ascended version), of course the healer must be or inside his bene or have redemption or casting snow otherwise he dies, so your healer must have cd's well accounted for.

 

the mobs have small legs indeed.

 

About rumble i agree crystal should have less hp, but dont change rumble plz, healer must activate force of nature to be able to dogma tank enough during crystals, and on second crystal have cauterize ready, btw one snowstorm with ancestral spirit on was enough to leave tank alive and well during prison time.

 

 

the rem and flake are on purpose.

have to test the kaurs that did not happen to us.

 

Casual parties are gonna have a problem until they get used to rumble mechanics i do agree on that.

 

I still hate shadowmaster( even more the skellys :( ) more then rumble, at least in rumble i can have 1504 dps...

 

Again my team except the tank were fully geared and we were used to playing with each other, so as you said casual parties can be a bit sad at rumble and quartanos.

 

 

regards

well if all healers had their talents set the same way we would all be drones I for one want to chose what talents I use and until they nerfed the prophet cooldowns and such I never used crimson chain personally I don't like it as all party members have to be lined up just right I don't want to have to respec just so I can heal a dungeon that should be doable by a party of 45s in tr gear it isn't possible to do it the way it is for me to be able to play with my hubby as I like I have to tell him to move constantly and sometimes I die because while telling him to move I don't move quite far enough myself I have yet to try arg because like I said I like playing with hubby I do run with other friends but am more focused atm on trying to get my jewelry set I don't want to respec to get ancestral spirit I like how I have my talents set they work well for me and I don't get complaints about my healing ability with how they are set up so please HCS fix this so I can enjoy running dungeons with my hubby and under geared friends you can make arg tough it should be but the regular version should be doable by lvl 45's in TR gear




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