Testing for One-Armed Bandit (Heroic) begins today at 12:00 PT (15:00 ET, 21:00 CET).
Please use this thread for feedback and bug reports regarding this encounter or related issues. Noting the nature of your group (Mythic guild premade, PUG, etc.) is helpful, as are any logs. Thank you to everyone who has come out to help test!
The coin mechanic is neat, but it feels like it was designed specifically with weakauras/DBM/BigWigs in mind. Theres no way a pug without addons is going to remember all the combinations that got inserted, and make sure that the random person who picks up a coin ensures they don’t put in the same token.
High Roller buff is inconsistent how it’s acquired. Sometimes I get it being 10yds away, sometimes, I don’t even get it if I’m right next to the line. On that note, lines should extend farther so melee people can tell a chip is coming down to stand near it.
Boss seems interesting and fun, but you guys said you wanted to stray away from weakauras. Why are you making a boss that requires us to track which set of 3 assistants show up at each time? Worst case, we pick a specific set of 6 combinations and refuse to deviate from that set. You’ve done this consistently 3 times in a row (Broodkeeper, Broodtwister, now One-Armed Bandit) There has to be variety or consistency, lest you pigeonhole us into a railroad boss.
Cool boss, and I appreciate the graphics for each of the possible pairings behind the boss. At first I thought we’d have to write a WeakAura to help track it, but I found it very easy to just look over at the graphics and see which pairs were safe to use.
We kinda just threw the coins against the wall to get rid of them, which felt wrong; it seems intended to throw them back at the boss so people can pick up the high roller debuff, but people were having trouble seeing them (especially since it didn’t seem like there was a ground indicator that other people could see when rolling them back at the boss). The person rolling them sees an indicator, but when someone else rolled them, I didn’t see it. But maybe it’d be too much like the Katamari boss if they did damage when they hit him or something.
You can see all of the combinations you have made by looking at the small area to the right of the boss when they ‘Spin to Win’. The little area has 6 boxes and its very clear in showing what you have made and as far as we saw testing, you could never get a set of assistants that could not make a valid combination (although there were some that you absolutely want to avoid).
Edit: I rewatched our video and actually, it shows the options you can make. There are 3 left of boss and 3 right of boss center area. Only valid combinations are lit up.