7:31 am, September 30, 2013
180
New Ascalon Catacombs
tl;dr: basically ac has become knocklock heaven.
new bosses have room covering aoe in path 3 that knocks you down, path 1 spawns a ton of scavengers and new abilities on stalkers gives them knockdowns, and path 2 has become a ghostbusters knockoff with detha's traps. less knocklock on 2.
haven't done kholer or had a troll spawn yet, will report tomorrow if I do ac again.
runs are still kinda fast at 80, but 1 and 3 are definitely more difficult. 2 is about the same but requires good teamwork.
discuss.
edit: more description now that I'm out of the game
overall in 1 and 3 all breeders were removed from final boss room except the 1 hallway. queen spider has new web blast attack, and the poison fields now last a lot longer and spread more for the most part. first graveling group in the hall now has a new stalker with aoe knockdown that if it hits anyone in your party gives him like 5 seconds of evade where he doesn't attack. dodging the aoe attack doesn't give him the evade. rest of the group is breeder, howler, regular graveling when I payed attention, but this might be variable. scavengers no longer knock you down for basically an insta-down without a stunbreaker, but they spam a knockdown more often as their attack. they don't eat you afterwords.
path 1: path is essentially the same until final boss. he has a laser blast along with scream, and tons of scavengers and stalkers spawn and basically knocklock the whole party. Gonna need to focus them off with a few party members while keeping some dps on howling king. Aoe attacks clear them relatively fast, but when they just spawn (they basically cover the room) it is a complete pain unless you have a ton of stability spam until most of them are dead. They do die relatively fast so having 1 or 2 party members nuke them off is the best strategy I've found.
path 2: first off, defending the traps now spawns 5 ghosts. once the traps are up and boss triggers, he is ghostly and you can't attack him. ghostbuster packs spawn and as a party you have to have 1 person lift an ooze that the boss spawns, and another drag the ooze to the trap and keep it in the trap until the trap triggers to power the trap. Once the trap is powered, you lure ghost eater over to the trap, and when it goes off ghost eater becomes attackable. 2 rounds of playing ghostbusters ****** him in my party (all 80s, not meta speedrun party).
path 3: same until final boss. Final boss's rock drop attack now covers the whole room and the only safe spot we've found is right under the broken pillar thing in the front of the room. Scream is no longer crazy range or radius, but his regular attacks launch you around like a rag doll. Finding the safe spot took us the longest, once we found it he was relatively easy.
after a few runs I think it won't be as bad as tonight was, but tonight wasn't pretty for us figuring stuff out on the fly. we wiped at howling king twice, colossus rumbulus 4 times, and ghost eater once. as stated, we didn't get a troll and skipped kholer all 3 times, so nothing to report there yet.
new bosses have room covering aoe in path 3 that knocks you down, path 1 spawns a ton of scavengers and new abilities on stalkers gives them knockdowns, and path 2 has become a ghostbusters knockoff with detha's traps. less knocklock on 2.
haven't done kholer or had a troll spawn yet, will report tomorrow if I do ac again.
runs are still kinda fast at 80, but 1 and 3 are definitely more difficult. 2 is about the same but requires good teamwork.
discuss.
edit: more description now that I'm out of the game
overall in 1 and 3 all breeders were removed from final boss room except the 1 hallway. queen spider has new web blast attack, and the poison fields now last a lot longer and spread more for the most part. first graveling group in the hall now has a new stalker with aoe knockdown that if it hits anyone in your party gives him like 5 seconds of evade where he doesn't attack. dodging the aoe attack doesn't give him the evade. rest of the group is breeder, howler, regular graveling when I payed attention, but this might be variable. scavengers no longer knock you down for basically an insta-down without a stunbreaker, but they spam a knockdown more often as their attack. they don't eat you afterwords.
path 1: path is essentially the same until final boss. he has a laser blast along with scream, and tons of scavengers and stalkers spawn and basically knocklock the whole party. Gonna need to focus them off with a few party members while keeping some dps on howling king. Aoe attacks clear them relatively fast, but when they just spawn (they basically cover the room) it is a complete pain unless you have a ton of stability spam until most of them are dead. They do die relatively fast so having 1 or 2 party members nuke them off is the best strategy I've found.
path 2: first off, defending the traps now spawns 5 ghosts. once the traps are up and boss triggers, he is ghostly and you can't attack him. ghostbuster packs spawn and as a party you have to have 1 person lift an ooze that the boss spawns, and another drag the ooze to the trap and keep it in the trap until the trap triggers to power the trap. Once the trap is powered, you lure ghost eater over to the trap, and when it goes off ghost eater becomes attackable. 2 rounds of playing ghostbusters ****** him in my party (all 80s, not meta speedrun party).
path 3: same until final boss. Final boss's rock drop attack now covers the whole room and the only safe spot we've found is right under the broken pillar thing in the front of the room. Scream is no longer crazy range or radius, but his regular attacks launch you around like a rag doll. Finding the safe spot took us the longest, once we found it he was relatively easy.
after a few runs I think it won't be as bad as tonight was, but tonight wasn't pretty for us figuring stuff out on the fly. we wiped at howling king twice, colossus rumbulus 4 times, and ghost eater once. as stated, we didn't get a troll and skipped kholer all 3 times, so nothing to report there yet.