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  1. #1
    Player
    Khalithar's Avatar
    Join Date
    May 2015
    Posts
    2,548
    Character
    Khalith Mateo
    World
    Mateus
    Main Class
    Paladin Lv 90

    Detailed Alexander feedback.

    So after doing all four floors a few times I've decided I'd post my feedback here in the forums.

    Overall: Lack of trash, focus on bosses. Fantastic. Music for the place is awesome, it suits my personal taste in music perfectly so I quite enjoy it. The visuals are interesting to, I kind of like the high tech area that isn't empire related.

    Turn 1: Sturm is too easy, I don't mean his damage either, his damage could stand to be turned down as could that of his adds. But my issue with him is that he doesn't serve well enough as a dps check, there are plenty of groups I've had that were able to down him but didn't have the dps to down the second boss. Either he needs to be made harder to serve as a better dps check or Oppressor needs to be easier so that a group that can down Sturm should be able to down the boss.

    That being said, I believe the two Oppressor's need a shared HP pool with absolutely no adjustments to the total rather than a separate one for each. Again, groups that fail the mechanics or don't have the right amount of dps will still wipe, this just eases the dps check slightly.

    Turn 2: Interesting decision going for waves of adds for bosses but I'm down with it. One change I'd make though is put on our UI somewhere the amount of enemies or waves remaining. There's no reason to hide this information from the player. Overall I think this fight is fine as is, one dps on the tanks and from there it once more falls to the rest of your dps to either do the required output or get overwhelmed early on.

    Turn 3: Another dps check? Really? These instances have a lot of them I must say. I like this fight as well, no major issues except for the burn phase at the end feels like it drags on a while even with a group that has the required dps. But this comes back down to another complaint I've had in general with HW that the enemies have too much HP.

    Turn 4: Man this is one hell of a fight but I have a few issues with this as well.

    1. It's a really hard heal check, but to date I've only been able to accomplish it with a Sch/Whm combo, the burst healing and shielding I feel is absolutely necessary, every other healer combo I've come across has been unable to manage the healing in dealing with phase 3.

    2. The banish phase where a tank and a dps are sent to kill an add. I don't have an issue with this mechanic in theory, the issue I have with it is the frequency. Several times during the fight in several groups, I'd find myself banished again 2-3 seconds after i came back before I could even get a heal cast on me. As in, I'd get back, run towards the leg, see a heal getting cast on me, then immediately get banished again. There is no way it can be intended to happen that often.

    3. For phase 3, the lasers that the tank has to eat after discoid. I really am not fond of this mechanic, it needs a cast bar and a more visual indicator. Again, why not give the players this information? Getting surprised by something like that isn't fun or entertaining, it's irritating and annoying.

    4. Again in phase 3, the judgment debuffs. How exactly do these work? Again, no information is given to the players, we'd find ourselves getting killed by it but having no idea way. That debuff needs a better tooltip or we need a dungeon journal mechanic that specifically explains how it works.

    Overall, I like the place. But I believe the dps and healer checks are a little frequent and tuned a bit too high. As a tank, I find myself with very little to actually do in these fights, there is very little to keep me engaged during it.
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  2. #2
    Player
    Colorful's Avatar
    Join Date
    Jun 2014
    Posts
    2,408
    Character
    Charlotte Elise
    World
    Kujata
    Main Class
    Ninja Lv 70
    My feedback for your feedback:

    Floor 1: I agree with the first boss being too easy. Although rather than just upping the DPS required I felt that it should have more mechanics that needed to be dealt with, as a DPS I found it boring to whack at it until it died. I'm guessing this is just Savage mode with most mechanics being removed. The DPS check for the Oppressor fight is easy as is, have had no trouble with it with both Duty Finder and Party Finder, so I can't comment on that. As for the shared HP pool, one of the mechanics is needing to kill them within 10-15 seconds of each other, which is easy enough so I don't see the point in a shared HP pool.

    Floor 2: The remaining waves UI thing would be pretty cool, not necessary but then again most things aren't.

    Floor 3: DPS check? Ran this far more than Floor 1, and I can safely say that most groups will do this without problems. It shouldn't be nerfed to the point that someone can click 1-2-3 and beat it. The boss does overstay its welcome though.

    Don't really have anything to comment on with floor 4, only ran that a few times.
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  3. #3
    Player
    Khalithar's Avatar
    Join Date
    May 2015
    Posts
    2,548
    Character
    Khalith Mateo
    World
    Mateus
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Colorful View Post
    Snip
    1. I can agree with you on adding more mechanics. He's just so boring and wailing on him gets dull, especially since it's no indicator of whether or not you can meet the dps requirement. I know about the mechanic on Oppressor for killing them close to each other, but in my experience here's what happens. Either a) the group doesn't have the dps and hits the enrage timer before even one of them is close to dead or b) the group has the dps and the self destruct is irrelevant. The mechanic of having them die at the same time is pointless because either you have the dps for it or you don't.

    2. Like I said, I dislike the lack of information they give us about these things.

    3. By dps check I was referring to the burn phase with the stacking debuff. Again, I agree with you on not nerfing him to the point of being easy, but given how high the damage is I believe that burn phase could stand to be shorter.
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