Theatre of Pain is terrible

There’s only 1 setting for projected textures, on or off. But there are a bunch of other settings that can affect the visibility of mechanics, and not all mechanics are affected equally.

My settings are all set to max. My complaint about modretha is you have to look at the boss model and not the ground which is a contradiction of design choice when everything else is teaching you to look at the telegraph on the ground.

The mechagon one I just haven’t seen yet. I’ll have to try HDR for that dungeon and see if it helps but in a video I saw it looks so visible.

Try looking at the ground for the last boss in Motherlode, you die.

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I feel like Mordretha is easier now than she was in SL. Back then you had the extra affixes that would make the fight so much worse. Now you can just focus on the fight. I could say that about a lot of SL bosses though

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That is 100% an issue that lies within the player, the boss doesn’t suddenly become a pixelated mess just because your settings are on lowest.

I’m just saying that you can’t rightfully say that one is alright whilst the other isn’t. Both mechanics work the same way, and they both have the same telegraph.

I do think they’re good enough as they are given that the player has tried the fight at least once before. To make it even more friendly and obvious to people who has no clue about the mechanics, they could add a frontal line.

That goes for a lot of things though, how do you make soaks during priory second boss an obvious mechanic for people who have never done them before?

There are mechanics I only learn the fifth time around because someone else did them the first four times. Learning mechanic usually comes with bricked key because no one did it.

The 3rd boss of workshop feels much easier with the flame cannon telegraph for sure.

In ToP the knock back from the lich trash having a massive line on the ground also makes it completely trivial as an awareness check.

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I dislike ToP but only because it’s so on-rails. It’s pretty much required to do the Xav Wing skip in any appreciable key level — which is fine. It’s easy and doesn’t required anything but a drop of coordination.

I just wish we could use shroud or stealth there instead just because it would make that skip a bit higher percentage.

The one thing definitively bad about theater is the fact that the jumping mobs can all target the same person and do half their health in damage each - resulting in an instant death. The only counter to this is having a huge shield on people, which is kind of unfair for non shielding healers and bad design.

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This one I honestly don’t care about as much. Part of the reason it was bad before is because the mob has to spend the half second turning to the actual direction it’s going to be firing the tornado while the animation is already playing, so there was always potential for ranged to juke themselves because of that strange animation behavior. If they’d made it so the mob instantly turned as the cast started, the line wouldn’t have been needed. Mordretha’s at least shows the direction almost instantly by comparison, and it’s easy enough to avoid the rotational bug by just always planting 180 degrees from the start point.

This seems to be a problem with all random targeting abilities in higher keys. It’s just a bad mechanic

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In keys where this happen people usually track their jump timers and make sure to stun one to desync them, or move to avoid them entirely. In keys as high as 14 you’ll survive 2 jumps just fine without a defensive (haven’t attempted 15 yet but mathematically you should survive it there too), but healer will have to top you up afterwards.

Yeah no. imgur com /a/ PRB9wWX
This is a 14, having mobs that spam target/cast 5.82 million hits on people is bad design. Not many people have 10.7+ million health so I don’t know what you are smoking.

So pray tell, when should people die from lack of healing? Overkill wasn’t even 200k.

There’s also battle rezes to account for super unlucky RNG.

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Idk mate, when I did 14 the overlapping casts left people with about 10% hp. As there is no other outgoing damage healer can just heal the players up afterwards.

If you post a highlighted link I can actually check it and see what you aren’t taking into account, but othervise it’ll be hard.

Are you considering things such as armor, versatility, and talents that reduce passive damage taken?

that post has the link.

It’s just a death due to unlucky rng.

2x leap in 1.2 seconds or so, but such low overkill.

Ah, yes. Being able to see mechanics does make them a whole lot easier.

There is nuance.

An awareness check that needs to you to actually look at the mob is different than an awareness check that is flashing a giant neon sign all over your screen

Yes, I agree.[quote=“Kaercha-area-52, post:97, topic:2089600, full:true”]

Ah, yes. Being able to see mechanics does make them a whole lot easier.
[/quote]

Sorry for butchering the quote system on my phone.

Idk, it was sometimes difficult to be able to tell which way they were pointing, even knowing full well that it was coming. I like clarity. Them being more clear isn’t going to save anyone from looking at their bars.

I don’t have super strong feelings one way or the other, but it’s a clear awareness check nerf.

Same way as now flame cannon on the 3rd boss of Workshop is no longer an awareness check as it’s almost impossible to get hit by it now.