Dreadspire Bugs and Feedback

Problem with pathing,spawns etc - post here
Reid
Posts: 103

Re: Dreadspire Bugs and Feedback

Post#101 » Sun Sep 04, 2011 9:10 am

It may have just been our instance, though I highly doubt it. All three of our tanks got insta gibbed at one point or another by the end of the raid. One multiple times after his aa bugged, though that's what he gets for not noticing quicker. :roll:

Also, an aside, we noticed that Christine event bats did not aggro today as well. They were target-able, but not attack-able.
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Grey
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Re: Dreadspire Bugs and Feedback

Post#102 » Sun Sep 04, 2011 4:21 pm

Yea I am surprised if no one else reported it yet.
Had several guild members and several people in ooc talking about doing hand ins for items and getting nothing.
aka vampire bane earring turn in, ate the items.
one guild member said they handed in the heads to finish access to dsk t2 and they poofed.
Being that I had to go to work right after that I have not had the time to follow up on it.
From what I understood listening to the vent conversation and from ooc / gu I got the impression that something with this recent update borked various turn ins.
Anyways it doesn't directly effect me and if people have not posted about it then it must not concern them enough to care. If I lost a turn in reward I know I would be posting about it.


Reid: Yea could very well be that like you said that dang flurry tore the tanks up. I dont notice it unless its really extreme, all I know is my gimp warrior dies so much It never surprises me. However what hits him for 8k only hits jekudo for like 5k.

Vaion
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Re: Dreadspire Bugs and Feedback

Post#103 » Sun Sep 04, 2011 4:26 pm

Is this a DSK only issue or other turn ins affected also?
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Grey
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Re: Dreadspire Bugs and Feedback

Post#104 » Sun Sep 04, 2011 4:34 pm

Well one complained about vp armor turn in so I thought it was global.
Still as I said I thought someone would have posted by now since you have been working on the update for a couple days now.
I'll see if I can duplicate it today.

Brontu
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Re: Dreadspire Bugs and Feedback

Post#105 » Sun Sep 04, 2011 4:44 pm

we have long had issues with turn ins - but for us the biggest issue was alot of invisible mobs that vaion had used as npc timers and things like that (hes xplained it to me before but too tired right now to remember lol) but heres my suggestion. ALWAYS make sure the person your handing items to has a name in the trade window - sometimes (like near miragul) if u do a turn in the trade window will show "-?-" for the name or something along those lines. if so your turning it into an invis NPC.

we have had that issue with the chain turn in in t2 ds a number of times.

for the T2 access - few rules we ahve lived by and havent had an issue with since our very first t1 clear. ALWAYS turn the heads in 1 at a time, in the order you got them, and make sure the quest is active.

IE: Trade Zi`thuuli's head, Then Redfang, Then Koritz. not all at once, every time we have done that they jsut Eat the heads (if u look at the quest too it does NOT update until you turn the heads in the proper order) so could be part of your issue there.

as far as tanks droping: 1) there aer alot of DT mechanics in DSK, especially if your doing things wrong :p 2) there is A LOT of spike dmg in alot of the fights as well, and if your tanks are dropping its more than likely related to, slightly undergeared, or realy bad luck with the flurries (ie: Brood father, Xeru etc flurry like theres no gd 2morrow and their dmg on the tank is ridiculous at times)
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Brontu
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Re: Dreadspire Bugs and Feedback

Post#106 » Sun Sep 04, 2011 4:46 pm

Reid wrote:Had some random deaths in t2 DSK tonight from trash bats by christine and couldn't figure out why.

Later in t1, pulled two vampires and they flurried our tank for 11 attacks at full damage. Only one flurry message was showing, but even divided by two that doesn't sound right. And hitting for max damage on every round should, in theory, be statistically impossible?? Instagibbing a 10k+ ac 50k+ hp tank is :o

I'm assuming this isn't just bad luck, any chance some one could check the trash variables?


actually this just soubnds like your tank was either sitting or FDed. sometimes when yuo take a massive hit that would have killed you, and DI saves you - you end on effectively lying down "FDed" but mobs will still wail on ya. I make a note of constantly watching bront on every fight, especially those with bad burst.
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Reid
Posts: 103

Re: Dreadspire Bugs and Feedback

Post#107 » Sun Sep 04, 2011 5:04 pm

I'm aware of those issues guys, but if you read my post i'm not talking about named or event fights.

My tanks died to christine bat trash (no fd, never got low enough to di before) and TWO vampire trash from level 1 ramps.

This wasn't like, "oh the tanks are taking a lot of damage today!" it was a "why did the tank just keel over from 100% again on F'ing trash!"

Getting 11 attacks for maximum damage in ONE ROUND from a flurry isn't right. The attack rating on the mob would have to be far above the AC of the tank to even hope of hitting max damage interval on more than one attack. I.E. boss stats, but higher as the mob hit for the most damage it could do, on a tank, for ELEVEN consecutive attacks. Statistically impossible the way EQ attack/hit rolls work.
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Firenze
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Re: Dreadspire Bugs and Feedback

Post#108 » Mon Oct 17, 2011 1:22 pm

the last 3 time we did xeru the zone crashed.

First time was on first form of xeru.
2nd time was on 2nd part of the fight ( not giving much infos for people stil learning the fight)
3rd time when he was around 60 %
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Blique
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Xurith and zurtic.

Post#109 » Mon Oct 17, 2011 9:42 pm

Can it be double checked please, that these are spawning as they should be in T2 of DS?

We have never seen either of them in many many clears of T2.

At this point, it seems more than just "bad luck".
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Re: Xurith and zurtic.

Post#110 » Mon Oct 17, 2011 9:47 pm

blique wrote:Can it be double checked please, that these are spawning as they should be in T2 of DS?

We have never seen either of them in many many clears of T2.

At this point, it seems more than just "bad luck".

Check what spawn?

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