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To make it clear to anybody who comes into these threads and doesn't understand the fight or the bug:

 

Jindo Krey uses his ship as fire support during his boss battle in The False Emperor. This ship cannot be damaged unless it is in range (up close) and even then, can only be hit by the three turrets within the boss battle area. When it is up close, the ship bombards players with missiles, which show up on the ground as purple reticles. Stepping out of the reticles allows players to avoid the damage. Krey also channels an ability called Warship Missile Barrage that improves the damage and speed of the missiles. Using the turrets to drive the ship out of range breaks the target lock, removes the buff that increases missile damage, and forces Krey to bring up his shield, which acts as an additional ablative layer of health. Once Krey's shield is down, the ship returns to close range.

 

The intended mechanic for the fight is for players to use the turrets to drive Krey's ship out of range, then attack Krey to destroy his shield to bring the ship back into range, then use the turrets to damage it again, rinse and repeat until the ship is gone, at which point Krey is tanked and spanked normally and killed. Interrupts usually go to Flame Sweep only, as it is a major-damage short-range AoE ability that hits the tank and any melee dps hard and is cast frequently. If players use the turrets assiduously, they don't usually have to bother interrupting Warship Missile Barrage.

 

The bug comes in two interrelated parts. If players damage Krey too much and ignore the ship for a long time before finally using the turrets to damage it and drive it back, the ship continues to fire invisible missiles at invisible reticles from out of turret range for the rest of the fight. It cannot be damaged and is prone to do large spike damage itself that is difficult to avoid. This is exacerbated by the fact that Krey's shield has a very small amount of health, so that if players do the first part correctly and immediately use the turrets before switching to Krey and damaging him, they can bug out the fight by damaging him too much when the shield goes down.

 

A simple, if time-consuming, solution is to not damage Krey at all until the ship is destroyed. Krey should only be damaged when he has his shield up (so his HP doesn't go down very far) and once the shield is down and the ship is back, all damage should stop until the ship is pushed back and the shield is up. (This is more time-consuming if you play it even safer and don't hit him when he has his shield up, either.) Once the ship is down, the Krey fight proceeds normally.

 

Another solution, for the highly competent team, is to ignore the ship entirely and just burn Krey, interrupting Flame Sweep and shifting position slightly to account for the (invisible) missiles from the ship. It can be difficult to coordinate this. An interrupt error that causes a Flame Sweep to go off alongside a missile hit can be fatal, and weaker healers may have significant difficulties coping with the outgoing damage.

 

Guardians and Juggernauts enjoy the luxury of a five-interrupt chain that makes this fight (and Izax) pretty easy:

 

  1. Interrupt
  2. Force Leap/Force Charge (interrupts channels)
  3. Interrupt (reset by Force Leap/Force Charge by utility Daunting Presence/Intimidating Presence, one of the best utilities in the game for both tank and dps)
  4. Force Push (resets Leap/Charge)
  5. Force Leap/Force Charge (interrupts channels)
  6. Interrupt (reset by Force Leap/Force Charge)

 

Many players are currently aware of this bug and, to a lesser extent, of these solutions, and groups approaching Krey on MM False Emperor will often ask each other "slow and safe way?" or some variation thereof.

I've been running some random mastermodes and I keep getting false emperor, and while doable, Jindo Krey is bugged. As far as I can tell he's been bugged since KOTFE. Has this bug been acknowledged? Will this ever be fixed?

As far as I'm aware, the bug hasn't been formally acknowledged, no.

Edited by Euphrosyne
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  • 1 month later...
This bug had already been going on for a little while when I quit the game 3 years ago. Came back a couple weeks ago to see it hasn't been fixed yet. Do they even care?

 

They're under no obligation to put any of the countless bugs their game has at a higher priority. Honestly this one is so simple, increase the *********** damage threshold of the shield so it doesn't drop from 2 DoT ticks! It's so simple that at the same time it's also so inconsequential to the devs who seem to be very challenged at appropriately scaling old content. I get the feeling they browse on the forums to see if players did their job for them by finding a workaround and saying "see? nothing's wrong. That bug's going to the bottom of the pile."

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To make it clear to anybody who comes into these threads and doesn't understand the fight or the bug:

 

Jindo Krey uses his ship as fire support during his boss battle in The False Emperor. This ship cannot be damaged unless it is in range (up close) and even then, can only be hit by the three turrets within the boss battle area. When it is up close, the ship bombards players with missiles, which show up on the ground as purple reticles. Stepping out of the reticles allows players to avoid the damage. Krey also channels an ability called Warship Missile Barrage that improves the damage and speed of the missiles. Using the turrets to drive the ship out of range breaks the target lock, removes the buff that increases missile damage, and forces Krey to bring up his shield, which acts as an additional ablative layer of health. Once Krey's shield is down, the ship returns to close range.

 

The intended mechanic for the fight is for players to use the turrets to drive Krey's ship out of range, then attack Krey to destroy his shield to bring the ship back into range, then use the turrets to damage it again, rinse and repeat until the ship is gone, at which point Krey is tanked and spanked normally and killed. Interrupts usually go to Flame Sweep only, as it is a major-damage short-range AoE ability that hits the tank and any melee dps hard and is cast frequently. If players use the turrets assiduously, they don't usually have to bother interrupting Warship Missile Barrage.

 

The bug comes in two interrelated parts. If players damage Krey too much and ignore the ship for a long time before finally using the turrets to damage it and drive it back, the ship continues to fire invisible missiles at invisible reticles from out of turret range for the rest of the fight. It cannot be damaged and is prone to do large spike damage itself that is difficult to avoid. This is exacerbated by the fact that Krey's shield has a very small amount of health, so that if players do the first part correctly and immediately use the turrets before switching to Krey and damaging him, they can bug out the fight by damaging him too much when the shield goes down.

 

A simple, if time-consuming, solution is to not damage Krey at all until the ship is destroyed. Krey should only be damaged when he has his shield up (so his HP doesn't go down very far) and once the shield is down and the ship is back, all damage should stop until the ship is pushed back and the shield is up. (This is more time-consuming if you play it even safer and don't hit him when he has his shield up, either.) Once the ship is down, the Krey fight proceeds normally.

 

Another solution, for the highly competent team, is to ignore the ship entirely and just burn Krey, interrupting Flame Sweep and shifting position slightly to account for the (invisible) missiles from the ship. It can be difficult to coordinate this. An interrupt error that causes a Flame Sweep to go off alongside a missile hit can be fatal, and weaker healers may have significant difficulties coping with the outgoing damage.

 

Guardians and Juggernauts enjoy the luxury of a five-interrupt chain that makes this fight (and Izax) pretty easy:

 

  1. Interrupt
  2. Force Leap/Force Charge (interrupts channels)
  3. Interrupt (reset by Force Leap/Force Charge by utility Daunting Presence/Intimidating Presence, one of the best utilities in the game for both tank and dps)
  4. Force Push (resets Leap/Charge)
  5. Force Leap/Force Charge (interrupts channels)
  6. Interrupt (reset by Force Leap/Force Charge)

 

Many players are currently aware of this bug and, to a lesser extent, of these solutions, and groups approaching Krey on MM False Emperor will often ask each other "slow and safe way?" or some variation thereof.

 

As far as I'm aware, the bug hasn't been formally acknowledged, no.

 

I agree...this is the -by far- best explanation i have ever seen for this bugged fight.

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