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Old 11-16-2017, 12:26 PM   #21
Aligor
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Default Re: Changes to Raid Bosses

@Neutron
Thats an good change....now i wonder: Why not make Dragons port area an PVP zone?
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Old 11-16-2017, 12:40 PM   #22
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Default Re: Changes to Raid Bosses

First of all, thumbs up for trying to do something about the RB farm.

On the other hand, I don't quite see how this shield will make the boss accessible to other players. From what I observed the RB Farmers usually log more than a full pt of boxes, at least for the 100+ ones.

The closest I got to any of the field bosses was when the RB Farmer let me hit a boss a few times so I can get a monster collection.
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Old 11-16-2017, 02:18 PM   #23
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Default Re: Changes to Raid Bosses

Quote:
Originally Posted by Neutron View Post
Hello,

For some time now, raid bosses have been hoarded by a small number of players making it extremely difficult for anyone else to participate in this content or gain any rewards and gear upgrades.

In Salvation - First Chapter field raids will be changed to help address this.

1.) The re-spawn time on field raid bosses will be randomized much more so that predicting the spawn will be more difficult.

2.) Lv. 100+ Field raid bosses will now have a shield that requires a minimum number of hits to break through or the raid will fail. These raid bosses will be much more difficult to kill with small groups.

With these changes, certain class and item builds designed to farm this content may no longer be viable the same as it was before.

We also recognize that some players may have come to depend on the income generated by this and may be negatively impacted by the changes, once the update is released.

As we have learned from recent changes, giving a short amount of warning time can lead to a lot of frustration. Going forward we want to make sure aqueduct warning is provided when changes happen that could drastically change the way the game works.

We hope that you will understand these kinds of changes are intended to improve the overall game experience for all players. Please let us know your feedback on these changes once they are live and if there are still issues with the re-spawn timers or issues with raid boss farmers.

Thank You
raid boss respawn become random only on 101lvl+ raids or 85lvl+ raids
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Old 11-17-2017, 06:53 AM   #24
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Thumbs down Re: Changes to Raid Bosses

Quote:
Originally Posted by Neutron View Post
aqueduct warning
adequate*

On a more realistic note, I agree with people who said that those who benefit will be people who monitor the game 24h, always ready to kill raids (if you haven't met them, you really should).

Sad to see QA and certain other raids will still be able to be locked into between 2 and 4 AM.

Basically, these changes don't really help anyone.
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Old 11-17-2017, 09:34 AM   #25
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Default Re: Changes to Raid Bosses

Quote:
Originally Posted by Neutron View Post
Hello,

For some time now, raid bosses have been hoarded by a small number of players making it extremely difficult for anyone else to participate in this content or gain any rewards and gear upgrades.

In Salvation - First Chapter field raids will be changed to help address this.

1.) The re-spawn time on field raid bosses will be randomized much more so that predicting the spawn will be more difficult.

2.) Lv. 100+ Field raid bosses will now have a shield that requires a minimum number of hits to break through or the raid will fail. These raid bosses will be much more difficult to kill with small groups.

With these changes, certain class and item builds designed to farm this content may no longer be viable the same as it was before.

We also recognize that some players may have come to depend on the income generated by this and may be negatively impacted by the changes, once the update is released.

As we have learned from recent changes, giving a short amount of warning time can lead to a lot of frustration. Going forward we want to make sure aqueduct warning is provided when changes happen that could drastically change the way the game works.

We hope that you will understand these kinds of changes are intended to improve the overall game experience for all players. Please let us know your feedback on these changes once they are live and if there are still issues with the re-spawn timers or issues with raid boss farmers.

Thank You
Neutron, before u place official patchnotes, mb sticky my threads? Thanks.
and also, why no infos... at RU stuff placed guide - but here nothing.
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Old 11-28-2017, 08:36 AM   #26
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Default Re: Changes to Raid Bosses

Quote:
Originally Posted by smokas View Post
raid boss respawn become random only on 101lvl+ raids or 85lvl+ raids
thanks for answer Neutron but i found answer already https://imgur.com/a/Z5W20
All raid bosses, whose appearance before the update was 22 hours
set a random time of appearance, except for the raid bosses, whose time
appearance fixed - at 21.00

Raid bosses of 100 level and higher have the ability to Barrier Limit:
 When HP of the Raid Boss reaches 90.60.30%, the Barrier Ability
Limits
 If you do not destroy the Limit Barrier within 15s after it is activated, the boss
completely restores its HP
 The Limit Barrier is destroyed if 600 strokes were applied within 15 seconds . by google.translate
other question its raids bosses like turakan,krogel,mimir,isabella( and other) will be random or they will be still 12h respawn
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Old 11-28-2017, 11:12 AM   #27
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Default Re: Changes to Raid Bosses

Quote:
Originally Posted by smokas View Post
raid boss respawn become random only on 101lvl+ raids or 85lvl+ raids
Quote:
Originally Posted by smokas View Post
thanks for answer Neutron but i found answer already https://imgur.com/a/Z5W20
It already says in the original post by Neutron "The re-spawn time on field raid bosses will be randomized much more so that predicting the spawn will be more difficult."

I dont know what its so hard to understand. In your opinion are raid bosses under 101lvl not field raidbosses?
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Old 11-28-2017, 11:23 AM   #28
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Default Re: Changes to Raid Bosses

imo the RU details are a lil more informative then the vague heads up we got so far but hey looking forward to see the actual English Patch note details - preferable more then 5 days before Go Live..
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Old 11-28-2017, 01:40 PM   #29
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Default Re: Changes to Raid Bosses

Quote:
Originally Posted by Temperance View Post
It already says in the original post by Neutron "The re-spawn time on field raid bosses will be randomized much more so that predicting the spawn will be more difficult."

I dont know what its so hard to understand. In your opinion are raid bosses under 101lvl not field raidbosses?
you just dont know difference between raids on my second question, also please dont try to troll on my questions when they are not for you, you do it for second time and i dont have time to argue with "dwarf" .just to make you counter answer because i know you will answer you are under my game level and i dont want waste my time with you ........ have a nice day dont take it personal
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Old 11-29-2017, 05:26 PM   #30
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Default Re: Changes to Raid Bosses

Quote:
Originally Posted by smokas View Post

Raid bosses of 100 level and higher have the ability to Barrier Limit:
 When HP of the Raid Boss reaches 90.60.30%, the Barrier Ability
Limits
 If you do not destroy the Limit Barrier within 15s after it is activated, the boss
completely restores its HP
 The Limit Barrier is destroyed if 600 strokes were applied within 15 seconds . by google.translate
I perfectly understand why making raidbosses randomized is needed, and tbh odd that it was not implented sooner.
But If i want to solo a raid, let me solo a **** raid?
Why would you punish people for being strong?

If it is the same way here, we need to hit 40 times per second to efficiently break down the barrier, with capped atk speed a player does what, 3 hits per second? 6 if dualwielding daggers/swords/blunts.
Will require pretty much 3 parties to bring down a raidboss.

If this was done to combat the "RB Farmers", you've efficiently shot yourself in the foot as by the time it takes random people to get a group together of that size, those strong people you tried to combat will be right there to KS the boss, solo, taking advantage of the numbers provided by the random people.
GGWP.

Suppose aslong as the raid only have 3 barriers per raid (regardless if he heals up or not), it might work okayish.
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Old 11-29-2017, 06:01 PM   #31
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Default Re: Changes to Raid Bosses

Quote:
Originally Posted by Znipoo View Post
I perfectly understand why making raidbosses randomized is needed, and tbh odd that it was not implented sooner.
But If i want to solo a raid, let me solo a **** raid?
Why would you punish people for being strong?

If it is the same way here, we need to hit 40 times per second to efficiently break down the barrier, with capped atk speed a player does what, 3 hits per second? 6 if dualwielding daggers/swords/blunts.
Will require pretty much 3 parties to bring down a raidboss.

If this was done to combat the "RB Farmers", you've efficiently shot yourself in the foot as by the time it takes random people to get a group together of that size, those strong people you tried to combat will be right there to KS the boss, solo, taking advantage of the numbers provided by the random people.
GGWP.

Suppose aslong as the raid only have 3 barriers per raid (regardless if he heals up or not), it might work okayish.
It's still better than lolraids with fixed spawn and broken stuff like giant crit weakness, SoS, PoM and what not...raid is supposed to be exactly that - a raid
600 hits in 15 secs are very hard and it will indeed stop some raid farmers if not most.You'll have raid up most of the time since nobody will care to kill em really or the random parties will start gaining speed in short period, which might be good.Yes a raid farmer still can come and KS them and outdmg em for sure, but they got choice, stop hitting, leave and let him stare at the raid full hp and nothing to do about it xD
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Old 11-29-2017, 06:05 PM   #32
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Default Re: Changes to Raid Bosses

Quote:
Originally Posted by mixa View Post
It's still better than lolraids with fixed spawn and broken stuff like giant crit weakness, SoS, PoM and what not...raid is supposed to be exactly that - a raid
Hopefully it can solve the problem of 1 - 3 guys owing all the raids, i think or hope with this new system it makes raid farmers obsolete as it would make the drops less lucrative for them if you have to share it with more then 2 -3 people.

i mean if i was there at the raid in a grp with 3 parties, KOS other people and pvp for the raid i would want a share of the loot!! makes less sense in going doing all that work and getting nothing.
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Old 11-29-2017, 08:45 PM   #33
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Default Re: Changes to Raid Bosses

By the way, even if farmers come, the raid CC if it consists of 14 or more players and does the first hit on the raid, gets the loot rights, so even if the farmers outdmg then, it doesn't matter.
This bug or whatever it is, actually helps the lower geared players in such scenarios.

Unleash those random raid forces mengs!
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Old 11-30-2017, 01:21 AM   #34
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Default Re: Changes to Raid Bosses

Quote:
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Hopefully it can solve the problem of 1 - 3 guys owing all the raids, i think or hope with this new system it makes raid farmers obsolete as it would make the drops less lucrative for them if you have to share it with more then 2 -3 people.

i mean if i was there at the raid in a grp with 3 parties, KOS other people and pvp for the raid i would want a share of the loot!! makes less sense in going doing all that work and getting nothing.
pretty sure that these 3 guys will go on farming
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Old 11-30-2017, 08:20 AM   #35
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Default Re: Changes to Raid Bosses

Quote:
Originally Posted by jamesgg View Post
Hopefully it can solve the problem of 1 - 3 guys owing all the raids, i think or hope with this new system it makes raid farmers obsolete as it would make the drops less lucrative for them if you have to share it with more then 2 -3 people.

i mean if i was there at the raid in a grp with 3 parties, KOS other people and pvp for the raid i would want a share of the loot!! makes less sense in going doing all that work and getting nothing.
Because you think that you will get something from RB's after this update ?
Actually when ppl try to kill 101 RB's without this shield, 14 ppl, get killed by 1 RB 101, without beeing annoying from thoses RB's farmers on Freya.

So they will need to bring 4/5 parties to kill this RB .. And even with that number i seriously doubt about the fact they could kill it. But let's imagine they kill it. They will share on 28/35 ppl, 1 or 2 crafting packs, 5/10 enchant armor r, and 3 dyes ?

Who will accept to loose 40/50 min to kill it to get absolutely nothing ? No XP / Drops because of number ?
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Old 11-30-2017, 09:21 AM   #36
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Default Re: Changes to Raid Bosses

Quote:
Originally Posted by Power View Post
Because you think that you will get something from RB's after this update ?
Actually when ppl try to kill 101 RB's without this shield, 14 ppl, get killed by 1 RB 101, without beeing annoying from thoses RB's farmers on Freya.

So they will need to bring 4/5 parties to kill this RB .. And even with that number i seriously doubt about the fact they could kill it. But let's imagine they kill it. They will share on 28/35 ppl, 1 or 2 crafting packs, 5/10 enchant armor r, and 3 dyes ?

Who will accept to loose 40/50 min to kill it to get absolutely nothing ? No XP / Drops because of number ?
No one.
In fact, with the new rules, it's even harder (if not impossible) for anyone outside the top clan of each server to farm it. (At least on Freya, on Chronos things might be interesting)
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Old 12-01-2017, 08:05 AM   #37
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Default Re: Changes to Raid Bosses

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No one.
In fact, with the new rules, it's even harder (if not impossible) for anyone outside the top clan of each server to farm it. (At least on Freya, on Chronos things might be interesting)

Exactly, as I said above.. if this was meant to combat monopoly of raidbosses, the shield prevent any chance for other people to even give it a go. NCSoft in a nutshell
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Old 12-01-2017, 08:43 AM   #38
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Exactly, as I said above.. if this was meant to combat monopoly of raidbosses, the shield prevent any chance for other people to even give it a go. NCSoft in a nutshell
Actually even without this shield, on Freya at least, normal players cannot kill even 1 RB lvl 101 since they take more than 10 min to decrease 10% of his HP (if they don't die before) and activate the Berseker buff (and for RB's without even 1 minion). I'm not even talking about 103 lvl RB's ..

So with this update (shield part only), normal players cannot kill them.
So why randomize the RB's spawn ? Legit CP's that farm RB's will be ****ed up, RMT players that "work" on Lineage II, will still be able to farm RB's, simple, coz they are 100% of day online, and NcSoft will loose of benefict from drop rates runes, because all legits CP's farmers will stop buying them.

This mean less drops, less items to sell. This mean prices will increase ...

And we are all loosing ... Again a nice fail from NcSoft ...
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Old 12-01-2017, 10:05 AM   #39
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Default Re: Changes to Raid Bosses

Quote:
Originally Posted by Power View Post
Actually even without this shield, on Freya at least, normal players cannot kill even 1 RB lvl 101 since they take more than 10 min to decrease 10% of his HP (if they don't die before) and activate the Berseker buff (and for RB's without even 1 minion). I'm not even talking about 103 lvl RB's ..

So with this update (shield part only), normal players cannot kill them.
So why randomize the RB's spawn ? Legit CP's that farm RB's will be ****ed up, RMT players that "work" on Lineage II, will still be able to farm RB's, simple, coz they are 100% of day online, and NcSoft will loose of benefict from drop rates runes, because all legits CP's farmers will stop buying them.

This mean less drops, less items to sell. This mean prices will increase ...

And we are all loosing ... Again a nice fail from NcSoft ...
If you mean random people that need full party to kill k95, youre right.. but are lots of CPs/people that could kill those
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Old 12-01-2017, 12:20 PM   #40
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Default Re: Changes to Raid Bosses

Quote:
Originally Posted by Power View Post
Actually even without this shield, on Freya at least, normal players cannot kill even 1 RB lvl 101 since they take more than 10 min to decrease 10% of his HP (if they don't die before) and activate the Berseker buff (and for RB's without even 1 minion). I'm not even talking about 103 lvl RB's ..

So with this update (shield part only), normal players cannot kill them.
So why randomize the RB's spawn ? Legit CP's that farm RB's will be ****ed up, RMT players that "work" on Lineage II, will still be able to farm RB's, simple, coz they are 100% of day online, and NcSoft will loose of benefict from drop rates runes, because all legits CP's farmers will stop buying them.

This mean less drops, less items to sell. This mean prices will increase ...

And we are all loosing ... Again a nice fail from NcSoft ...
jajajaja Cry more, and yes this change is good.
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