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soo [MoP] Galakras (Live realms)

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As we specified on this post, we are releasing Kromog from Siege of Orgrimmar this 04 of May at 6:00 PM Paris Time on Live realms with loot and ranking PvE.

We want you to give us feedback if you ever experienced any issue or something wrong during fighting this boss. Please, use the following format:

Quote

- Raid difficult.

- Steps for reproducing the issue.

- If possible, any image or video related to this issue.

 

All of this reports will help us to fix the boss quicker, so we can offer a better PvE experience to the players.

Thanks for your support.

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Others are reporting that wiping on the boss makes it impossible to try again.

- 10 Normal

- Wipe on boss

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14 hours ago, VerneAsimov said:

Others are reporting that wiping on the boss makes it impossible to try again.

- 10 Normal

- Wipe on boss

we are aware of most of the gamebreaking issues and working together with the dev right now to discuss/fix the most problematic bugs. these fixes will probably be applied today in a hotfix since the boss is unable to be killed in the during state of the fight.

keep in mind that it won't be optimized yet after the restart but hopefully it should be killable/resetable incase of a wipe

there might also be a few fixes that haven't been fixed correction thus still bugged or bugged in another way. its just a small temporarily fix that will hopefully resolve most issues

Edited by Kilydan
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Some fix have been added yesterday and today. One guild has succeed in killing Galakras, so even if all isn't perfect (there are more fix to come), the boss can be done.

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3 hours ago, MiWo said:

Some fix have been added yesterday and today. One guild has succeed in killing Galakras, so even if all isn't perfect (there are more fix to come), the boss can be done.

The boss was working fine yesterday already if people have some experience. Not every thing what they report (AoE on Healing Tide Totem) is even right. The only "big" thing what u should rework are the waves. They are choosen randomly here, normaly they have a clear rotation. (After 8 waves there is a break in normal to get Galakras down).

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The main bug right seems to be that Bonecrushers apparently don't need to be anywhere near the faction leaders to use Fracture. So they could be a mile away and killing poor little Jaina without you knowing. This causes a reset of the encounter correctly.

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Overall, Galakras works quite fine now. The randomized composition of wave spawns seems to be gone now, all the waves have the exact composition that they should have on normal. 

-> Bonecrushers are still a bit wonky. They should CHARGE towards a -random- faction leader, of the three that should be present and then start casting their Fracture onto them - Currently they only charge Jaina or Lor'themar. CC on them seems a bit off, since you can Fear them and sometimes stun effects don't affect them, despite no diminishing returns being present at the time of the stun hitting the mob. The Scrolling Combat Text does not grant any Feedback in terms of them being "Immune" to those stuns either. While they can be dealt with, it'd be nice to see a fix for this, so their Fracture mechanic works flawlessly, without any hickups. 

TL;DR: Bonecrushers should charge towards a random Faction Leader and they should be immune to any kind of CC except for stuns, "grip"-effects (Death Grip, Monk's Clash ability) and knockbacks. 

-> Aethas Sunreaver is missing for the Horde, Vereesa Windrunner for the Alliance. Furthermore, Jaina isn't casting her Blizzard ability at all, which is a mechanic in place to speed up wave clear overall. Since Aethas isn't even present for the Horde, he obviously isn't casting his Flamestrike either.

-> Both Lieutenant General Krugruk (1st, Left Tower) and Master Cannoneer Dagryn (2nd, Right Tower) are having consistent hickups  with their respective Knockbacks (Krugruk = Arcing Smash, Dagryn = Muzzle Spray), often knockbacking players on the tower, that aren't even in the animations for either spell. Essentially, it seems like the animation and the way the bosses are facing doesn't always line up with the direction of the knockback effect. Can be REALLY annoying and cripples tower clear speed on a random basis.

-> The Proto Drakes in the Sky with their Windreaver mobs on the back are still missing, making the overall damage-income on the Raid a great deal lower than it should be and completely negating the Turret Mechanic of the Towers, until it's actually time to shoot Galakras down. 

 

Can't give much Feedback on Phase 2, but Pulsing Flames seems to be ramping up at the appropiate speed. Only Flames of Galakrond has behaved a bit wonkey, when players blink with the debuff on them (since they have to get behind the Raid's Camp, so the Orb hits as many players as possible and thus diminishes in throughput).

 

 

 

 

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5 hours ago, Envious said:

Overall, Galakras works quite fine now. The randomized composition of wave spawns seems to be gone now, all the waves have the exact composition that they should have on normal. 

-> Bonecrushers are still a bit wonky. They should CHARGE towards a -random- faction leader, of the three that should be present and then start casting their Fracture onto them - Currently they only charge Jaina or Lor'themar. CC on them seems a bit off, since you can Fear them and sometimes stun effects don't affect them, despite no diminishing returns being present at the time of the stun hitting the mob. The Scrolling Combat Text does not grant any Feedback in terms of them being "Immune" to those stuns either. While they can be dealt with, it'd be nice to see a fix for this, so their Fracture mechanic works flawlessly, without any hickups. 

TL;DR: Bonecrushers should charge towards a random Faction Leader and they should be immune to any kind of CC except for stuns, "grip"-effects (Death Grip, Monk's Clash ability) and knockbacks. 

-> Aethas Sunreaver is missing for the Horde, Vereesa Windrunner for the Alliance. Furthermore, Jaina isn't casting her Blizzard ability at all, which is a mechanic in place to speed up wave clear overall. Since Aethas isn't even present for the Horde, he obviously isn't casting his Flamestrike either.

-> Both Lieutenant General Krugruk (1st, Left Tower) and Master Cannoneer Dagryn (2nd, Right Tower) are having consistent hickups  with their respective Knockbacks (Krugruk = Arcing Smash, Dagryn = Muzzle Spray), often knockbacking players on the tower, that aren't even in the animations for either spell. Essentially, it seems like the animation and the way the bosses are facing doesn't always line up with the direction of the knockback effect. Can be REALLY annoying and cripples tower clear speed on a random basis.

-> The Proto Drakes in the Sky with their Windreaver mobs on the back are still missing, making the overall damage-income on the Raid a great deal lower than it should be and completely negating the Turret Mechanic of the Towers, until it's actually time to shoot Galakras down. 

 

Can't give much Feedback on Phase 2, but Pulsing Flames seems to be ramping up at the appropiate speed. Only Flames of Galakrond has behaved a bit wonkey, when players blink with the debuff on them (since they have to get behind the Raid's Camp, so the Orb hits as many players as possible and thus diminishes in throughput).

 

 

 

 

this is basically nearly everything ive reported after our guild killed it, but this seems abit more detailed on some points, thanks and I'll forward this to miwo

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Yes, thanks for your reports. I'm currently working on Flames of Galakrond, and I'll see what I can do about Fracture, proto-drake and faction leaders.

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