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Warning to all those attempting Vorgath NiM (maybe HM too)

STAR WARS: The Old Republic > English > Flashpoints, Operations, and Heroic Missions
Warning to all those attempting Vorgath NiM (maybe HM too)
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medicmedic's Avatar


medicmedic
12.05.2012 , 02:00 PM | #21
Yeah this kinda suprised us too yesterday. We did our first timerun with only one wipe (stupid minefield) nevertheless. Everybody stood beside the tank & had their back to the wall so that no one gets knockbock (not even if somebody gets aggro). We got lucky with the left row =)

GeckoOBac's Avatar


GeckoOBac
12.05.2012 , 04:41 PM | #22
Did vorgath tonight... Wiped once for a mistake so we actually had two tries... Both times the leftmost row was green...

I really think that it's not a bug and it's actually the way it's supposed to be done. The only change they may need to make (though since it's nightmare mode you're supposed to be familiar with hard mode tactics) is make a visible cast bar but make it uninterruptible, so people don't just get knocked back without knowing why.
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rphebus's Avatar


rphebus
12.05.2012 , 05:35 PM | #23
I would find it odd if this was intentional since it would mean a mechanic would negate the puzzle aspect of the puzzle boss.
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Lostpenguins's Avatar


Lostpenguins
12.06.2012 , 09:38 AM | #24
We did this boss and we were able to one-shot him... which is surprising given this complete and utter lack of QA testing by BW. If they really designed Overload to be a non-seen cast bar... then they're dumb. If they didn't, then they're still dumb for letting something like this slip through QA because they couldn't spend 30 minutes testing the encounter themselves after making the change on the fight.

And did they fix it in the emergency patch last night? Nope. Why? Because Bioware is failing us, yet again.

JovethGonzalez's Avatar


JovethGonzalez
12.06.2012 , 09:52 AM | #25 This is the last staff post in this thread.  
Hey folks, I spoke to designers Toby McCall and Jesse Sky and this is what they had to say about this:

When Nightmare Mode was released, Overload had no activation time, but its ballistic component was not working (which meant Overload could be completely ignored). We corrected this in the patch. In Nightmare Mode, the optimal path will always appear on either the left or the right wall, so a wall will always be available for tanking the demolitions probes.

KeyboardNinja's Avatar


KeyboardNinja
12.06.2012 , 10:26 AM | #26
Quote: Originally Posted by JovethGonzalez View Post
Hey folks, I spoke to designers Toby McCall and Jesse Sky and this is what they had to say about this:

When Nightmare Mode was released, Overload had no activation time, but its ballistic component was not working (which meant Overload could be completely ignored). We corrected this in the patch. In Nightmare Mode, the optimal path will always appear on either the left or the right wall, so a wall will always be available for tanking the demolitions probes.
Very interesting. While I'm absolutely grateful for the efforts to make this fight harder and more interesting (at least for the non-solver), there are some problems with the way this was done. Specifically, putting the optimal path on *either* the left or the right wall is problematic because you need to commit to one side or another almost immediately. This is particularly true of the right wall, since it is one square longer than the left. If you get unlucky and commit to the wrong side, there's no viable way to backtrack in time to make the enrage. So, the best we can do is just reveal left and right sides as well as the second square in the respective files and make a guess based on which ones turned up green.

What I think would be really nice to see would be if the optimal path were always on the left, but not necessarily a straight line. It is actually possible to defuse *one* mine that is not against the wall, so long as it connects to a chain of greens which lead back to the wall with no defusal. This would be interesting, since it would force the solvers to branch out, and also compel those in the minefield to move quickly across multiple squares to the defusal target, following a probe kill (which of course, must be against the wall).
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Lostpenguins's Avatar


Lostpenguins
12.06.2012 , 11:01 AM | #27
Quote: Originally Posted by JovethGonzalez View Post
Hey folks, I spoke to designers Toby McCall and Jesse Sky and this is what they had to say about this:

When Nightmare Mode was released, Overload had no activation time, but its ballistic component was not working (which meant Overload could be completely ignored). We corrected this in the patch. In Nightmare Mode, the optimal path will always appear on either the left or the right wall, so a wall will always be available for tanking the demolitions probes.
So the intended change is to no longer make this boss a "puzzle" boss. There's no more reason to try and find a solution.

Seriously? Plus, as the previous poster pointed out, if it's "either left or right" what guarantees that we will know at the beginning and not halfway through the minefield when it's too late to turn back? If the solution is "if left is green at first square, then it's left, if right is green at first square, it's right" then that would be doable... however, if you an't tell which path to take from the very beginning... then this is just stupid. Basically picking the wrong door w/out any hint as to which way to pick would be a stupid mechanic. I seriously hope you guys put that much thought into it...

dipstik's Avatar


dipstik
12.06.2012 , 12:00 PM | #28
so no cast time is working as intended. think people are very unhappy with the fact that we are losing a mechanic that requires player response and turning this into another tanking/positioning mechanic.

Lostpenguins's Avatar


Lostpenguins
12.06.2012 , 12:23 PM | #29
Quote: Originally Posted by dipstik View Post
so no cast time is working as intended. think people are very unhappy with the fact that we are losing a mechanic that requires player response and turning this into another tanking/positioning mechanic.
They're probably not going to respond anymore to this post as it seems pretty obvious that this is a bug. Just like the puzzle boss in EV where you had to solve the pillars in a specific order for no reason whatsoever. Finally BW came out and said something like, "Oops... we didn't mean that, but, hey, it's an extra level of depth to the puzzle."

Seriously?...

Chaqen's Avatar


Chaqen
12.06.2012 , 12:23 PM | #30
Quote: Originally Posted by dipstik View Post
so no cast time is working as intended. think people are very unhappy with the fact that we are losing a mechanic that requires player response and turning this into another tanking/positioning mechanic.
I agree, it is still easier then HM, mechanic wise.

Tank positioning mechanics are the oldest and simplest mechanics that can be used in a raid, and overall are not worthy of a nightmare label.

There are multiple mechanics in this fight that could have been buffed up to make this fight more of a challenge, but for some reasons BW did the opposite.

To be honest the majority of NIM EC is very disappointing with the added diffculty mainly lying within higher health pools on mobs, and greater amount of damage being done Even Kephess is pretty much the same fight, except you have to deal with 2 warriors with shields instead of one in the second phase... you still use the same tactics for the first and third phase, and for Kephess himself even.
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