After testing a fair bit more, I’ve found that I need to git gud at dodging.
Jokes(?) aside, here are a few more things I’ve encountered.
Bugs
- Missing flashing animations on the following dungeon portals: Void, Cultist Hideout, Ice Cave.
- When exiting IC mode, your pet’s cooldown will still have the 3s added to it, meaning you’d have to wait somewhere between 0 and (your pet’s cooldown+3) seconds before you get healed for the first time. Possible fix would be to reset the cooldown or remove 3 seconds from the current cooldown.
- In the Fungal Cavern boss fight, the worm segments can be paralysed, leading to nearly unsurvivable situations (see this gif). Probably best to leave those immune to paralyse.
Further thoughts on the pet changes
Clearing dungeons is enjoyable to me with this new change. I can’t afford to facetank everything, but neither am I sitting around a corner waiting for health to regenerate a majority of the time. For this, it’s fine.
Rushing dungeons (Abysses, Cursed Library, Tomb of the Ancients) is also fine, given that you are a bit more cautious about dodging the high-damage shots, as well as lava where required. You won’t be able to go quite as fast as you previously could, but that’s a given since you can’t ignore all damage dealt anymore.
Fighting bosses in confined spaces is a big challenge. I can’t give a comparison to the situation outside of testing, since I haven’t done a lot of these dungeons in two years, aside from LHs which I’ve done recently. Duoing an MBC petless (unsuccessfully) is significantly different from steamrolling it with a group of 15 players with pets though, so no luck there.
Thoughts on the IC/OOC system
I think this IC/OOC is fairly balanced, at least for a maxed legendary pet. I found myself playing with a Savage pet in some dungeons, since Electric gets in the way of some boss behaviours (Fungal Cavern, Cultist Hideout), but I trust those are kinks that will be ironed out as the testing process goes on.
The threshold of 15 damage seems fine to me, it’s fairly balanced, at least for melee classes. On a Warrior, with the provided set (WC tops and a pyra), you’re at 63 defense, allowing you to ‘safely’ ignore bullets weaker than 80 base damage. Since you’ll be up close and personal to a lot of enemies, that’s fine to me.
For ranged classes, they’re built around having more range (such brain, much wow), so naturally they’ll have more room to dodge or time to respond to shots. It’s not crazy to me that they’ll be in combat more often, if they don’t dodge well.
Running dungeons in small groups
Since a lot of you nay-sayers (and aye-sayers alike) aren’t found on the testing servers, I had to resort to manipulating the poor players of SBC into joining my shenanigans on the testing server. This meant that I only had one or two players with me at any given time. No SBC-like LH runs in testing for now.
This did, however, give me a chance to look at how different dungeons are with smaller groups.
Dungeons I’ve taken a look at are:
- The Nest (Pally with pet, priest without)
- Shatters (A few with Warrior, one with a Pally)
- Fungal Caverns
- Secluded Thicket
- Cnidarian Reef (petless warrior)
- Malogia (petless warrior)
- Oryx God Mayhem (solo on petless warrior, solo on Pally with pet)
Running these dungeons was about at the same difficulty as they are on prod (that goes for the Nest, Shatters and Malogia, haven’t done the rest on prod), with the occasional step back to recover.
The gameplay did change a little bit, as I was forced to focus on dodging a little bit more than I usually would. Not a bad thing for a bullet hell shooter which has somewhat turned into a piñata hitting simulator in the average group on most bosses.
Do dungeons need to be changed to accommodate this update?
Well, it’s complicated.
Yes, most dungeons will require a thorough inspection to see which bosses should and should not be immune to certain status effects, but overall I don’t think much needs to be changed to the overall dungeon and/or boss fight.
I haven’t been able to successfully clear MBC, but that’s partly due to the fact that I’ve merely done 10 LH 2.0 runs anyway (on prod), so I’m not exactly experienced with the fight. From what I’ve seen it’s plenty survivable, even on a petless priest/pally duo it can be done.
Final remarks
I realise that I’ve only really thoroughly tested things on Warrior and Pally, this means I can’t give a proper overview on balance of IC/OOC on all classes. Given more time, I’d have gone through at least all classes I enjoy playing, and checked how IC/OOC works out on them.
Aside from that, I haven’t been able to thoroughly test the effect of status effects on different bosses, because I didn’t play any status effect inflicting classes. I only had my electric pet to test with.
Thanks to the people who showed up in the public testing session this time around, this is a monumental change and it requires all of your feedback, be it positive or negative, in order to create the best update possible.
A special thanks to Unicorn, Kablooeyy, Lamestchee, CrazykidXX for accompanying me in a few too many runs of the same dungeon
I want to thank the team at Deca for daring to come up with such a massive change, I trust that this will change RotMG for the better eventually. It will require further testing and fine-tuning, possibly implementing a few of the changes suggested above.
If there’s going to be another public testing session, I want to be part of it.