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Quadim 1 teleport mechanic


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My static has been butting its head against the mechanics in Quadim1; specifically the hydra teleport. We have watched the vids, read the wiki etc, but for some currently inexplicable reason the hydra teleports in a direction the not facing the tank. We think it's an interaction between a hydra skill and a player, but we're ruled-out summons as we're using a chronotank. Does anyone know what affects the direction the hydra teleports to? We've gotten past it before using the same comp but it's a matter of rng for us atm.

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I'm sure you know the tank is decided by proximity.

The hydra teleportation is on direction of the tank, the thing is that during the some seconds when he do his animations, some others players can retake the tanks by assuming that hydra is finish and go to close to him and retake the tank position switching the place where he telport.Except he do not rotate to indicate that since he is animation lock.

Happend me sometime with my static, but if it's happend 100% of time and you're sure it's not someone retaking the tank role at the last few seconds, seem like to be a bug.

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@"WindBlade.8749" said:I'm sure you know the tank is decided by proximity.

This.

If right before the teleportation the tank loses closest proximity, the Hydra will focus a different player and subsequently teleport to a different platform.

Solution:

  • have the tank stand closer
  • tell your dps to make use of the large Hydra Hit-box and not stand inside her

It even says so on the wiki:

While that is happening, a second group should be attacking the current Legendary creature. Every beast's aggro is based on distance. The designated tank should stand closest to the creature and face them away from the rest of the group.

The direction the Hydra will teleport is also mentioned:

After the third basic attack chain, the hydra will teleport one platform in the current direction he is facing.

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Thanks for replying both!

Yes, we're aware of the proximity mechanic, so much so that we even questioned whether the firebrands' torch 5 made the closer to the hydra than the tank (as the animation leans your character forward). Our dps/buffers huddle pretty much at the outer edge of the platform (or at max melee range) whilst the tank is on the inner edge (if not inside the hitbox) to avoid being teleported out. Still, the hydra will turn to the huddle and port to the platform behind them.

Any ideas?

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@"Funky.4861" said:My static has been butting its head against the mechanics in Quadim1; specifically the hydra teleport. We have watched the vids, read the wiki etc, but for some currently inexplicable reason the hydra teleports in a direction the not facing the tank. We think it's an interaction between a hydra skill and a player, but we're ruled-out summons as we're using a chronotank. Does anyone know what affects the direction the hydra teleports to? We've gotten past it before using the same comp but it's a matter of rng for us atm.

tank is the closest player to the hydra and the hydra teleport to the plateform the hydra faces. so if your tank move too fast to the next plateform the stack will become tank and change where the hydra goes.here are two example to make the hydra move left or right:https://imgur.com/3xfExFQif your tank is tanking with a tip of the plateform befind him the hydra will go either on the plateform right or left so it's better not to tank on tip sides (also it burns you when the burning ring appears so i wouldn't tank there anyway)

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So i've replayed a few of the combat logs and there seems to be one common factor that breaks the hydras' targetting on the tank; he uses blurred frenzy after the break bar. The renegade can staff #5 through the boss and tank maintains aggro, but after a blurred frenzy the hydra turns to the group. I don't recall blurred frenzy breaking targetting in this way, or am i wrong?

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Like this?

https://dps.report/Wn4T-20210305-221617_qadim watch from 29 seconds (at 21 secs, our rene does the staff #5 dash right through the boss, tank maintains aggro).https://dps.report/jttl-20210305-213915_qadim look from 25 seconds-31 seconds.https://dps.report/4B3e-20210305-214127_qadim break bar at 22s, blurred frenzy at 27s, aggro change at 29s.

What are we missing?

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@"Funky.4861" said:Like this?

https://dps.report/Wn4T-20210305-221617_qadim watch from 29 seconds (at 21 secs, our rene does the staff #5 dash right through the boss, tank maintains aggro).https://dps.report/jttl-20210305-213915_qadim look from 25 seconds-31 seconds.https://dps.report/4B3e-20210305-214127_qadim break bar at 22s, blurred frenzy at 27s, aggro change at 29s.

What are we missing?

quite interesting, hydra definitively doesn't behave as it should.My best guess would be that having your members on the other plateform/that close to the edge makes the hydra go there instead of following the tank placementtry to stay as close as possible to the boss but still remain outside of the hitbox, it should fix it (I've play ren and never had staff 5 prob at all)

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It doesn't look like furthest get the aggro, it look like the two bite before jumping are still on tank. So looks like it's a bug or maybe dev intended to have a range dps to guide hydra (highly doubt it tbh as some kiting plateform can be buggy too during the 3rd phase making kite loose qadim agro when he is close to the edge)I'd guess it may work the same on other platform and the other beasts (destroyer and wyverns). But just being a bit closer to the hitbox should prevent it :)

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Some more logs.

https://dps.report/Cfxt-20210305-221134_qadim break bar at 21s, blurred frenzy at 29s, direction change at 30shttps://dps.report/ntJE-20210305-220337_qadim as abovehttps://dps.report/rtOP-20210305-215852_qadim similar for the first break bar, but tank goes down at 2nd breakbar, is ressed, uses blurred frenzy and maintains aggro. First break bar at 21s, blurred frenzy at 25s, aggro drop at 31s; 2nd break bar at 48s, blurred frenzy at 60s, tank maintains aggro and controls the direction of teleport.

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We think we have figured it out. Our tank has modified his rotation to avoid all skills which grant invulnerability after the break phase until the hydra attacks again and the hydra does not change target as much. It has still happened, but much more infrequently.

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