Convocation of Decay (Legend) End Event - OP or Nah?

Not at all. Many of the points you made in that thread were valid and were simply brushed away by me (because of my ego) and by others with comments like ‘it’s simply good mechanics’ (not an exact quote, I’m paraphrasing) and literal git guds. I won’t name who I’m referring to, but they know.

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Not everything i wrote was on point and a lot was just poorly delivered which did hurt my credibility, i cant blame ya for not taking me entirely seriously there x)

I’m as disappointed as everybody else to see nothing will be done about this for the Chaos Wastes release. It’s long overdue, no excuses. I’ll see what I can do…

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@FatsharkJulia

MAKE IT HARDER. Accidentally add the Darkness of Heresy and Curse of Comradeship to the end event or something just for the lulz.

Some people just want to watch the world burn.

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I noticed this in the patch notes and had half a mind to comment on the matter, but held back due to thinking that perhaps I misread them. At least it will make for interesting days on various forums.

Think it´d be enough to just add those little exploding rats on every wave, constantly knocking people out of the ring.

That´d just about tilt the daylights out of anyone.

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eeeh no point in rushing it now.

We all know that for the huge heap of bugfixes we got along with the CW patch we´ll also get an invasion of bugs to go along with it, they just arent listed. Convo not getting anything changed is just a cherry ontop the fire that´ll start of that.

Well, at least if WoM, Engi and Grail knight updates were any indication of what´s to come, but if it does not blow up as badly as the wall the poor fellows above tried to hold then it´s a very good day^^

the vast majority aren’t.

y’know you can disagree without having to go this way about it; pretty much acting the same way but just from the opposite position like as though that’s any better/different. I know I personally have said multiple times that spawn variance and visibility need looking into.

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ROFL

I find this funny. Fatshark knows that Blightstormers force players out of ritual circle in Convocation (per tons of posts here). I play Chaos wastes and guess what ? Blightstormer casting with impunity from outside a larger ritual circle? Seriously guys? Come on…

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There’s two new convoc finale maps in chaos wastes right?
Both of them are incredibly good in comparison to convoc.

The huge open circle one, and the small pit in the middle snowy one yeah? Am I missing any? I enjoy those parts of the CW maps immensely.

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I would say the majority of holdout events in CW run 20-30% too long, and don’t really have enough going on to justify the padded length. Cinder Peak’s portcullis event in particular feels like it goes on for absolutely for-ev-er.

Regarding the continuing saga of this thread though… I can’t believe Convo has gone untouched all this time. It’s beyond absurd.

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Nothing like leaving the circle and getting full flashed. Needs to be toned down significantly

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Ok so I came back to the game with CW (paused it a few months after WoM), and I decided to finish the “all maps on Legend on every career” challenge.

If the poll speak for the thread then the issue seems to be acknowledged, but I had 0 problems with all maps, except for CoD. The finale special spawn rate seems beyond absurd to me, considering how little space you have and their position.
Packmaster at the very least, I could understand, since they have to walk to you, which means you can kill them while on the lower level, but multiple ratling spawning on high ground, meaning you either need : a clean space on the platform, which is not happenning with all the elites, or a good visibility from the ground, which is complicated since there still are enemies here, and there is a lot of stairs/pillars/rocky formation.

I don’t think CoD finale needs a huge nerf or something, and honestly we were close to success like 2-3 times on the… 6-7 attempt I did yesterday. Imo, either the event needs to be shorter (may still be extremely annoying to lose the map in the first 5 seconds of the event), or specials need to spawn at a slower pace/more “accessible” spaces (not necessary by foot, but targetable)

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Yesterday I’ve had a good pub run of it. The adjective is crucial: I think it was the first time where I finished a CoD run, without it being a perfect run. It really showed me what’s wrong with the event: it’s not the spawns per se (although they are a bit erratic, they are a bit punishing given the terrain), but the fact that if - somebody would say when - sh*t hits the fan it becomes virtually impossible to save the run, due to neverending crazy spawns. I’ve either been able to finish this perfectly - lots of times, even duoed the cata challenge - or lost it.
Yesterday, a couple of ticks away from the end of the ritual, a storm pushed us off, splitting us and it was almost GG. But a lone player managed the nigh-impossible, ressed us off, some of us multiple times, and after lots of fighting (i’d say longer than the entire “normal” event itself) through waves of CWs blocking the stairs up, we’d manage to go back up, and stay there for the rest of the ritual - which by then was still pretty long, due to its progress resetting.

I can’t help but feel that if we hadn’t been that close to finishing it already it would have been nearly impossible for us to pull this off.
Thus my final judgment is:
TL:DR: The event is harder than the others, but a single fix might make it ok again: stop - or otherwise slow considerably - the spawns of enemies when nobody is up disrupting the ritual.
I get that FS doesn’t want to overdo things, but I think this single change might make it good again.
The fact that in hundreds of matches I’ve either seen perfect victory or crushing defeat goes to show that the problem isn’t really skill-based, it’s with the way spawns work. The anecdote is from cata btw, but it still applies.

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And if this wasn’t clear enough, this is how punishing this event is: the respawn point is in the corner between the wall and the brazier, so you can’t even dodge when you have ressed a player and the wall of enemies presses on you there. (it’s on the other side, not where the elf is).

That’s on top of the fact that ressing players is already a losing strategy with the non-stop spawns.

EDIT: As you can see a player has already left, even if at that point a lot of enemies had been killed and a player was still at full health. It’s that bad.

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To really drive the point home, this is another screenshot, of a second respawn point.

One would have been enough, but I got the map 5 times today, one of these times I redid the lobby not to play it, and it popped up again as the next qp, so you get a second screenshot.

The mission objective above is a reminder of what’s wrong with these, if the rocks on the sides preventing dodging are somehow to your liking.

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I sure hope so. I got a message to help another person pass this for black armor. No books, speedrun to end. Just use pots and take out the specials before they become a big problem. It’s really annoying how many times players ask for a push through this. By now this should be fixed…

While we’re probably beating a dead Rat Ogre at this point, it feels worth chiming in.

Convocation of Decay final event is significantly overtuned.

The legendary version feels more like something you’d fine in Cataclysm.

The event also feels like it has no player agency, so if you start to fail, you end up with a cascade failure.

There is no regroup outside of the circle and clear up, spawns never slow down even if you all leave the ritual to revive/regroup.

I’ve managed to complete it on legend difficulty 5 times recently, a few times with only bots for allies, but there was a lot of swearing, failing, and relying on lucky special spawns (them not spawning in terrible places/insta disabling the group).

It’s literally the hardest mission on legendary by a significant margin.

You’re probably more likely to fail Convocation of Decay with no books/grims, than you are at Skittergate with full book/grim.

Yet…

Once or twice, spawns felt “normal” like how the event used to be. Regular moments of no enemies left alive. Not sure if those runs were bugged, or if the “none stop spawns with chaos warriors and specials every 20 seconds” is actually intended or a result of a bugged spawn rate.

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Can we at this point just nerf this event to the ground on Legend and buff it on Cata?
I rarely see Cata players whine about it.
(Spawn a boss on this event on Cata like in the end event of Righteous Stand pleaaaasee)

I’d rather fight whatever :heart: :heart: :heart: :heart:ing demon they are summoning than that, to be honest.

My above posts all refer to cata experience, and as I mention the problem is the non stop spawns that keep coming even when all players are down (a bad thing already), so you either have perfect runs, or catastrophic failures.
As @Xanoth said:

In fact I’d like to ask him if when

they managed to stay up all the time.

@DezZzO the way I’d go about this is, instead of nerfing the event, leaving it as it is, but making sure that additional enemies don’t spawn when nobody is up. This would help, IMO a lot, with its completion, and with bringing some uniformity to convo runs: the pros can take all the enemies have got in one run, the others can try and dropdown, ress and go back up for another try, without being ground to dust.

AGAIN: due to neverending spawns runs where you have to drop down are considerably harder than perfect runs.
It’s entirely possible it might need a nerf after that, but I think it’s probably not going to be necessary.