totally against the idea of lethal reflect damage. in this server, hyperbody has been made obsolete thanks to hp washing and hp quests, and this is the one content where hb is important because of the current reflect damage (and players are less likely to wash for it), and i hope it continues to be. I'd much rather see meso guard and magic guard changed to work against reflect damage or have reflect damage toned down a little instead of a scorched earth policy and having lethal rd straight up kill everyone even with HB.
Thanks for implementing the change, while things settle down, i noticed some server side related issues over the past few days, might be placebo, they are: 1) Increased delay. I'm from SG and i seem to notice that the delay has been somewhat apparent in more densely populate maps such as zak, LHC, big maps with many mobs, many etc on the ground. The delay in issuing a "pick up" command on the keyboard and the character actually picking the items up feels like a 50ms increased in delay. But i cannot be too sure as i have no vid recording of me picking up items in those respective areas prior. 2) Animation desync / double animation. Everyone who runs VL knows that VL slides on the floor, tele behind instead of Infront of him, or have double animation. I feel that this is a fundamental issue that has to be resolved as its quite hard to have a counter for DP/DR + high dmg skills being back2back or in quick succession due to the server side delay resulting in deaths. While this does not feel like an issue yet, this might be a potential problem if you were to introduce this into all attacks. I.e. VL's lightning hitting you but reverse animation only occurs at the 1/2 animation mark. Potential issue only?
After running 2 more runs, I want to demonstrate how this DP change can now kill bishops (and sometimes shads). These deaths are unavoidable and the only counterplay is running away, which in my opinion is frustrating. Animation cancels with dispels always existed, this is a bug that is as old as the boss itself, but now the new dp aligns perfectly with the next attack if the cancel happens. Old dispel cancel (deaths can be avoided if the bishop reacts in time): New dispel cancel (unavoidable death): And also as a bonus, you can now get some unavoidable dispel + laser combo on shad sometimes. I guess shad nerf arrived earlier than expected: If you aren't going to put the time fixing old VL bugs that were left behind, in my opinion revert this change, at least for this boss.
ty for the demo i've been looking for. with 3more runs since lastest update. I also notice these annoying moment. now the dp timing seems good in most cases, it cancels right after its animation. however, since the newest adjustment on dp timing, there is chance we meet double skill like the dp + other deadly skill (laser, lightning, claw) that instantly kill our non-18k hp bs or shad with no time to recast their mg. it acted like the video demo above. this seems to be bugged becuase the dp animation somehow invisible.
Thanks for the detailed feedback. We'll be making some changes soon which will fix the double animation issues, whilst hopefully not making the mobs become stuck doing no attacks like was possible prior to update 82.
Did a VL post the changes to DP (I play DrK) and I gotta say it makes my life easier. No bugs thus far and it gives me plenty of time to adjust and rebuff almost RIGHT when needed. Can say it took a lil bit of time to perfectly time it, but after a couple of dispells, you get the hang of it. W change.
Did a VL run earlier, following issues faced: 1) Timer for mobs spawn + dp + jail were all random. The randomness seems to be that VL can cast the skill anytime after the CD has elapsed. i.e. If garg timer is 150s, it can cast it anytime after 150s, does not have to be the next animation after 150s. So VL once casted it close to a 200s interval. 2) Double animation still exist 3) VL casts the animation but no effect occurs, i.e. spawn animation for mobs shows, but nothing appears. 4) Not sure if this relates to point 1 but at B3, when gargs was supposed to spawn, it didn't. Waited for another 30s then golems spawned before gargs.