VonPanda Posted December 19, 2024 Report Posted December 19, 2024 I just finished the archives with my SO, and I feel like either things changed or we got some bugs (either now or during our 1.18 run) What is supposed to happen here ? The boss fight was a disaster, we both died 3 times down here, because most of the fight was being thrown to the ceiling of the room by the Eidolon, I do remember it happening last time, but this time around it happened more than the rock throwing attack ... is this supposed to be like that ? Was it our positioning / a bug / we got RNG'ed ?
Irulana Posted December 19, 2024 Report Posted December 19, 2024 I tested RA in 1.20 I have the same things, I think it is something wrong again with knockback, remember some updates a go drifters made you fly like that but it get fixed. I posted it in bug-reports https://discord.com/channels/302152934249070593/1126913904979755140/threads/1315638943726964766 1
VonPanda Posted December 19, 2024 Author Report Posted December 19, 2024 I forgot about the drifter space program, but now that you mention it it rings a bell - reassures me that it was not 100% on me being a scrub 1
LadyWYT Posted December 19, 2024 Report Posted December 19, 2024 The message at the end of the Archive changed slightly, but otherwise that's the only real change I am aware of to the location itself. 9 hours ago, VonPanda said: The boss fight was a disaster, we both died 3 times down here, because most of the fight was being thrown to the ceiling of the room by the Eidolon, I do remember it happening last time, but this time around it happened more than the rock throwing attack ... is this supposed to be like that ? Was it our positioning / a bug / we got RNG'ed ? That happened to me as well, and I'm pretty sure it's a bug and not intended behavior. I've not noticed it being an issue with the wild animals, but monsters are able to swat the player and send them flying now regardless if you are actively blocking with a shield or not. It's not every hit, but it happens more often than not. Or I should say...it may technically be an intended mechanic, just a very overtuned one regarding how often it happens and in what circumstances. Getting smacked around by a giant clockwork construct in a specific location makes sense, getting flung around like a ragdoll by something half your size that is found most everywhere doesn't really.
Vratislav Posted December 20, 2024 Report Posted December 20, 2024 16 hours ago, LadyWYT said: Or I should say...it may technically be an intended mechanic I took it as innovation when fighting Eidolon, and considered it rather as improvement of the fight. I used strategy of firing arrows staying close behind columns, and got flying like 3-5 times only. In Iron chainmail it went similarly as before. The knockback is annoying when messing with drifters behind a fence or a low wall, though. Maybe it is too strong.
Irulana Posted December 20, 2024 Report Posted December 20, 2024 1 hour ago, Vratislav said: I took it as innovation when fighting Eidolon, and considered it rather as improvement of the fight. I used strategy of firing arrows staying close behind columns, and got flying like 3-5 times only. In Iron chainmail it went similarly as before. The knockback is annoying when messing with drifters behind a fence or a low wall, though. Maybe it is too strong. You used hunter strategy, we have blackguards in game heavy armor so range combat shouldn't be only option. For me it is obvious bug. 2
LadyWYT Posted December 20, 2024 Report Posted December 20, 2024 2 hours ago, Vratislav said: The knockback is annoying when messing with drifters behind a fence or a low wall, though. Maybe it is too strong. It's definitely too strong in this case. Wildlife has the same problem. Limited to bosses and high tier monsters, it's fine, because it's not something you'll encounter that often and adds some extra challenge. But not everything should be able to throw you around like a ragdoll. 33 minutes ago, Irulana said: You used hunter strategy, we have blackguards in game heavy armor so range combat shouldn't be only option. For me it is obvious bug. I did this fight as a Blackguard, and focused on melee since ranged turned out to be not that useful with my available equipment. While the fight wasn't too bad, I don't think that much knockback is intended either, so you are correct in that it's most likely a bug. Still, I think the hard knockback could be kept at least for bossfights. Limit it to certain attacks, make it a percentage chance, and make it so that if the player is blocking they have a much lower chance of being swatted around. 3
VonPanda Posted December 21, 2024 Author Report Posted December 21, 2024 On 12/20/2024 at 6:47 PM, LadyWYT said: Still, I think the hard knockback could be kept at least for bossfights. Limit it to certain attacks, make it a percentage chance, and make it so that if the player is blocking they have a much lower chance of being swatted around. I agree, the Eidolon fight seemed a bit "simple" last time around and could be juiced up - honestly being thrown around by a giant robot could be really cool. Tho in this situation it was really feeling goofy to me because there was not much to be done to react to it in any way - it was really just like the boss had a [-1 HP by fall damage] button that it could spam 1
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