What I dont get is that I could give you a list of 50 things that were FAR more annoying than the balls in +12 and above in S1. Any of which would mean instant wipe and deplete.
Like I said and I will not stop repeating: The annoying mechanics in bellow a +12 can be ignored most of the time. So packs/bosses are basically “press W” with the exception of some very punctual nasty things.
In a 12+ and above on the other hand, every seccond mob had something annoying that could kill you. Instantly. Literally every single pack had atleast 5 mobs doing that.
So comparetevelly speaking, I still dont understand how you can compare a +12 with no annoying balls but with 50 annoying mechanics (that would instantly wipe you) vs. 10 balls every 30s and ZERO annoying mechanics.
That is what I dont get. And you can repeat your same statement all day. It still dosent clarify how a +12 is less annoying than 10 balls.
I did not compare it. YOU did. That is what I am saying here.
You said:
You compared it with a +12. And I know what a +12 is. And so should you.
And I am pointing out that what you are claiming is false. It is NOT more annoying than 99% of the mechanics in a +12. Not even close.
If you were an individual that would sit in the range of +2 to +11 all season, then it would be a different story. But hearing this type of comments from someone that got 3100+ rating in S1 is a bit weird.
Here’s another fun one, couldn’t kill the banner in time because orbs spawned below the moment we were pulled up. Luckily it was only a 7, but this kind of bs needs to stop. You basically just stand there twiddling your thumbs and hope you don’t get screwed over by mechanics.
No, it gives a damage reduction against the mobs that have the buff. I’m literally hitting <20k a hit when all 10 stacks go on the boss It’s not what the description says, but that’s what I’ve noticed in several scenarios where we were mechanically unable to kill the orbs due to weird spawn positions and overlaps.
No we literally couldn’t hit the orbs because they spawned the same moment the other player and I were pulled up.
1 player isn’t enough to kill the banner every second spawn due to cooldowns, as not every class has 30s or 1m cooldowns.
Here’s another fun one! Luckily we didn’t have to worry about it, but it shows perfectly how poorly the interaction between this affix and dungeons is designed.
Correct me if I am wrong, are we talking about the same affix here?
Xal’atath’s Bargain: Ascendant:
About every minute, Xal’atath will show up and summon a total of 10 Orbs of Ascendance that cast cosmic ascension. If the casts go off, these orbs will buff other mobs with +20% movement speed and Haste per orb/cast. However, if players stop the cast through interrupting, displacing them, crowd controlling them, or purging them, players will receive a 2% movement speed and Haste buff per orb/cast stopped netting players a maximum of +20% movement speed and Haste that lasts 30 seconds.
Dosent say anything about a shield. Am I getting something wrong here?
If I remember correctly, in ToP you designated the weakest player to “die” as fast as possible, to get the 2 players back up as quickly as possible to kill the banner.
I am not 100% sure. But the reworked version is still the same. That is the “tech” of that boss.
I believe it’s 10% haste and movement speed, but the gist of it is on that fight, is that when the boss makes the tripple combo, you cannot avoid it as he casts them twice as fast. Banner or not.
The buff also lasts just long enough to do two combos.
IMO the orbs shouldn’t buff NPC (or players) who are out of LOS of the orbs.
No you’re not getting it wrong, it’s the source that’s wrong (I fell for it as well), here’s a screenshot I took in-game: https://i.imgur.com/uamg2s6.png, basically reducing damage by 10% per stack, so 99% at 10 stacks.
This is why I hate the affix, because it’s dangerously punishing in scenarios you can’t deal with it, while also being just annoying because it basically costs 20s of doing nothing.
You should post a bug ticket. Because that is not what it’s supposed to happen.
That is not what was advertized in the patchnotes for S2. As far as I am aware.
I just never noticed that bug because I have so many ways to deal with the affix, both melee and ranged (with cap totem) I solo the affix on my own. Plus DD assistance, it simply never goes off.