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Changes

  • Celestial Scion will no longer force its dash attack back toward the center of the arena.
  • Celestial Scion will not randomly switch player targets when it is about to use its ground attack.
  • Reduced the DOT damage of Celestial Scion’s special attacks.

Bug Fixes

  • Fixed bug where Celestial Scion could pass through the arena barrier.
  • Fixed bugs related to the player’s sanity state when equipping/unequipping the upgraded Enlightened Crown.

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  • Like 23
  • Sanity 1
  • Shopcat 2
Link to comment
https://forums.kleientertainment.com/forums/topic/166231-game-update-673753/
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22 minutes ago, Cassielu said:

If I'm correct...that's quite a large nerf

  • WARBOT orbital strike dps 60→32.5
  • Scion luanr fissure dps 45→25
  • Scion super nova dps 75→40

Fissure damage (and supernova to an extent) seem like pretty reasonable tweaks given how severe the arena can get. Curious why they adjusted the orbital laser though, as most people were fine with that one and I thought it was fitting to be quite potent.

  • Like 2
1 hour ago, V2C said:

Reduced the DOT damage of Celestial Scion’s special attacks.

FINALLY a good change

37 minutes ago, Cassielu said:

If I'm correct...that's quite a large nerf

  • WARBOT orbital strike dps 60→32.5
  • Scion luanr fissure dps 45→25
  • Scion super nova dps 75→40

FINALLY REASONABLE NUMBERS

39 minutes ago, Evelo said:

Interesting to change the dash toward center, was going to test it eventually with it in place when I got around to it

it doesnt make for much of an interesting fight, the dash to the center will last as long as a normal dash, and when it does you basically got a 10 second warning of fissure attack

still find it unreasonable that supernova still basically blinds you if you didnt know what to do (making for very unfair deaths when testing fights at the beginning of the beta, still a problem to me honestly)

  • Like 1
14 hours ago, Cassielu said:

If I'm correct...that's quite a large nerf

  • WARBOT orbital strike dps 60→32.5
  • Scion luanr fissure dps 45→25
  • Scion super nova dps 75→40

The fissures/electrified floor I get, but the orbital laser and supernova seem overly severe. IDK if anyone had issues with the orbital laser's DPS, and I would rather they change the fissures to not be permanent than nerf the supernova to accommodate for it tbh. The DPS is already reduced by planar defense and lunar-aligned resists. Edit: although I am warming up to idea of losing more and more arena as the fight goes on.

Edited by Waywarbler
  • Like 2
8 minutes ago, MihmetCrido said:

With good positioning of the boss you can now control where scion stands before their slam, previously it would seemingly randomly charge into the center and the slam would cover a very large area and there was no counterplay against it. This is a great change!

It was going toward the center but it was still targeting that slam at a player, so we'd have time to angle the boss post-charge (+ taunt for the vast majority of the combat, then it gets quicker) at a favorable direction so the arena gets fissures where it's the least problematic, this was even repeatable multiple times onto the same direction without even having to strife onto the previous fissures, when navigating right under it. This is how you could've done it :) but yeah at least the boss was assured to select a large space, I liked that.

Second ground attack in phase 2 will now be preceded by a growl. Fight is much easier now and much more forgiving.

Hey in the future maybe we can give new mechanics a little more than 24 hours to sit before we change stuff? I didn't think the flying toward the center was given a fair chance for players to develop strategies around it before it very quickly got changed in the middle of the night. It may not have been a perfect solution but it definitely made the fight more dynamic and fast-paced and made good use of mushycake when we were forced into the field to direct another slam attack away from the legs.

Edited by JazzyGames
  • Like 19
2 hours ago, JazzyGames said:

Second ground attack in phase 2 will now be preceded by a growl. Fight is much easier now and much more forgiving.

Hey in the future maybe we can give new mechanics a little more than 24 hours to sit before we change stuff? I didn't think the flying toward the center was given a fair chance for players to develop strategies around it before it very quickly got changed in the middle of the night. It may not have been a perfect solution but it definitely made the fight more dynamic and fast-paced and made good use of mushycake when we were forced into the field to direct another slam attack away from the legs.

Yesterday, I managed to beat this boss once (video below). It was once in probably 100 attempts. Even after winning, I tried to replicate the result about 15 more times and the result was defeats and more defeats. We have to imagine the scenarios in which we have to defeat 2 bosses in a row and still have the electric fence active in the corners in the final version. Keeping doing rollbacks to be able to beat both bosses is not an acceptable solution for me.

The main problem was certainly Wanda. But we all already know that Wanda is an obsolete character for the new planar system standard. Wanda deals up to 98 damage with 17 or less HP during the fight and dies from a simple shock. Wilson, with the same weapon and armor set, deals 90 damage without any downside and can take a lot of damage and has an infinite healing system at his disposal.

But even in some tests using "c_godmode()" I couldn't find a consistent way to control the boss's attacks to prevent the entire arena from becoming electrified.

Imagine a reality with 6 players fighting over an increasingly smaller space and the boss being able to target any of them, destroying any safe area in the arena.

I think it's complicated to face two bosses in a row and rely on luck because I don't have control over the randomness of their attacks.

Specifically about the boss going to the center of the arena, this actually made it much easier to predict the moment when he would launch his second type of attack.

I would just like to make it clear that this was my personal experience. It's not about being right or wrong. Just one piece of feedback out of many that we will have here.

I hope Klei will put the electric fence again at the edges of the area during the beta version with the purpose of testing all combat variables before the final version.

Edited by Cruvimaster
  • Like 4
  • Developer

Thanks for the feedback guys.  The sanity fixes changed the code quite a bit so we really wanted that out urgently.

Regarding the boss fly back to center behavior, it was blocking the fixes for the slam at edge from being tested at all.  The field should be growing slightly even if you overlap the same spot repeatedly near the edge, but that may not be working properly.  I think we may add back in the fly back to center at a mid/lower health trigger.  Thanks again for all the testing and feedback. The videos have also been extremely helpful!

  • Like 18
  • Thanks 2
  • Health 2
  • GL Happy 1
1 hour ago, V2C said:

I think we may add back in the fly back to center at a mid/lower health trigger.

I think this is a good idea! I did think it was way too punishing to start early on in the fight, but I like it occurring torwards the mid-later stages to keep the tension up, especially in combo with how the damage you take from the fissures is lower so it doesn’t feel as punishing.

 

  • Like 3
1 hour ago, Cruvimaster said:

Yesterday, I managed to beat this boss once (video below). It was once in probably 100 attempts. Even after winning, I tried to replicate the result about 15 more times and the result was defeats and more defeats. We have to imagine the scenarios in which we have to defeat 2 bosses in a row and still have the electric fence active in the corners in the final version. Keeping doing rollbacks to be able to beat both bosses is not an acceptable solution for me.

The main problem was certainly Wanda. But we all already know that Wanda is an obsolete character for the new planar system standard. Wanda deals up to 98 damage with 17 or less HP during the fight and dies from a simple shock. Wilson, with the same weapon and armor set, deals 90 damage without any downside and can take a lot of damage and has an infinite healing system at his disposal.

But even in some tests using "c_godmode()" I couldn't find a consistent way to control the boss's attacks to prevent the entire arena from becoming electrified.

Imagine a reality with 6 players fighting over an increasingly smaller space and the boss being able to target any of them, destroying any safe area in the arena.

I think it's complicated to face two bosses in a row and rely on luck because I don't have control over the randomness of their attacks.

Specifically about the boss going to the center of the arena, this actually made it much easier to predict the moment when he would launch his second type of attack.

I would just like to make it clear that this was my personal experience. It's not about being right or wrong. Just one piece of feedback out of many that we will have here.

 

I hope Klei will put the electric fence again at the edges of the area during the beta version with the purpose of testing all combat variables before the final version.

your problem is you are using an outdated character that has yet to receive its own pass for the rifts, let alone its own adaptation for its unique health mechanic.

Edited by Well-met
1 hour ago, V2C said:

The field should be growing slightly even if you overlap the same spot repeatedly near the edge, but that may not be working properly.

Very much looking forward to seeing this work as intended; the whole field management is the most interesting aspect of this fight so I agree it shouldn’t be completely negatable.

  • Like 9
23 minutes ago, Well-met said:

your problem is you are using an outdated character that has yet to receive its own pass for the rifts, let alone its own adaptation for its unique health mechanic.

Yes, but thanks to my feedback Wanda managed to have a better fight with Great Depths Worm. Everyone makes videos with Wolfgang/Wigfrid and I would be just another one if I did that.

  • Like 4

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