Were you guys able to kill it with the group of people testing? If so I don’t think any adjustments should be made for the boss fight… I think it’s pretty cool letting players theory craft and figuring out the best party composition! low key makes me want to play again but if it follows auf havens history then rip
2nd run finished, on bishop this time. Thanks to everyone who ran with me! Rocks pretty easy to dodge on mage which is good. Working on figuring out how to safely use genesis in case it's needed later on, and I'm pretty sure it's possible. When you have a minimum gap between rocks I've found it's just barely possible to be safe, although some other attackers have found it impossible. Maybe a tiny bit wider, especially for the slower classes who don't have much time to reposition? Mage room is possible with 8 seconds to spare if you need to clear all boxes - tight, but still gives reasonable room for error. Takes a bit of getting used to the tp distances but after first try or so it's not too bad. When players are hit by slash, they get slow debuff. Not sure if I just was dumb and didn't notice, but I only saw slow above my own head, not other peoples. Is it possible to show it on party members like other debuffs? This is one of the most important things to dispell. Edit: oh and finally, not sure if this was just because I was streaming, but I started to get some graphical bugs that I only see in auf haven if Core blaze builds up too many mobs. This I think is because some images fail to load, maybe due to high RAM usage? Not entirely sure, and could be due to streaming, but if the fight takes a lot of RAM to run properly that's important to know/try to reduce usage. Specific bugs are any new buffs don't show the icon (so mw20 icon showed up, since I had it before, but mw10 didn't because it was first cast on me after the glitch started), and when hovering over items in inventory my mouse disappears. Edit 2: Ah, more things I forgot! Expedition chat would be great for communication since it's a large map and people get teleported, so /all doesn't work. Also, it seems that it's possible to have 0 counterplay to the falling golems when exiting the aerial jail, if you're stuck loading for a second and spawn right where one's about to fall. Potentially some short (max 5s) invincibility from them after leaving?
same. my RP VL outfit just went poof and my looks are ruined... i just want the shoes Edit: i have gotten my RP back. thank you very much!
I am pretty sure I died due to one of the lightning flashes, cause my HP is currently 12.8k. However there was a small lag but there was no tombstone on the ground previously, but still could be possible due to insta-kill. If that is truly the case I suggest to lower the unavoidable magic damage to something around 10k, since this boss has already hard mechanics that one can only overcome with skill but adding mandatory HP washing for a ranged class up to 17500 (since relying on a Drk to survive as well is a little much?) seems like not productive to me. Not to make it easier but to keep it accessible for more players. But yea do not make it easier so if you feel like that has to be part, I need to do that HP quest I guess I think that u made VL really nice overall - to me looks like real Maple in the beginning when no one knew anything and it was all exciting. Good Job on that! Edit: or make it avoidable by ducking down as well?
Some of the boss skills should ignore players' Avoidability. (Especially the 100k damage one, make it fair to all classes)
I DCed immediately once run started, like 2 seconds into attacking. No error code or anything. I am a bucc and was using demolition
There seems to be an issue with using mounts when the golems fall. I was way outside the normal hitbox and still got hit. I was using a silver mane with choco chip nx cover. Check it out:
One of the changes we're looking into is making the hitbox for the falling golems slightly skinnier based upon feedback and observations we've made so far
I haven't had a chance to try, but I see alot of people dying in bucc pirate room. I think one thing that could be done is if the little rock mobs will slingshot past you and give you time to run if you crouch in barrel (so won't break iirc), but also wondering if you can hit them (even if miss). If can may be able to barrage -> corkscrew chain to go >>>>, which should be fully iframed per video:
Just gonna chime in on this, this is the way to go, not relying on oak barrel ffs. bar>csb allows you to slip through the mini golems, and have iframes to remain safe. P.S. 30 man attempt and we only got to b2, damn
Personally to me, I love the extremely engaging and challenging aspect VL provides and would prefer if the difficulty remains the same, like Johnny mentioned earlier in this post. I really would not like to see the same history of how auf got nerfed to the ground and has become a breeze to kill. I just would propose some visual changes as I’ve seen players and myself get mislead. Tim mentioned this just now but they’re looking into the hit box of the golems ankhs, which is great. I don’t want it to be easier or anything, I would just like for the hit box to match exactly the spot it’s going to fall on, rather than slightly larger. I would also like if somehow, the color of the ankhs could change, or if dead people’s tombstones color could be changed. Unless it’s intended to make it more difficult visually, I find myself trying to dodge my own party member’s tombstone just bc I keep mistaking it for an ankh. other than that, I would really like if the mechanics of it, the current hp bar, the timer, all does not change as this makes it so much more engaging to participate in and theory craft a bunch. I had a lot of fun and it’s made me excited and motivated to play royals again