Public Testing: O3 Changes

Development Update

Realm Community

Depending on where you live in the world Easter is right in front of you. That’s the perfect time to have a look at upcoming O3 changes on our testing environment, right? Right!

In order to test these changes, you will be able to jump into Oryx Sanctuary via portals in the Nexus. New ones spawn every 90 seconds.

The Testing Servers will open their gates on the 7th of April. We announce it once it opens on Discord.

Let’s have a look at some Designer notes and the changes to O3:

Oryx 3 Adjustments

The Oryx 3 fight has shown a lot of issues as time progressed, generally, as time goes on we expect bosses to get more optimized. Oryx 3 however has in some cases been optimized to the point where the boss is incapable of attacking for the majority of the fight. The primary culprit of this is the counter/stagger system, as it currently exists dealing enough damage quick enough will instantly cancel any attack Oryx is doing and force him into a reset. Coupled with many instances where O3 is vulnerable to damage while not doing anything and you can blow away most of the fight with Oryx barely shooting a single bullet. The following changes should keep the majority of the fight intact while still rewarding good gameplay and patching up a lot of the above issues.

The O3 counter/stagger system has been fully retooled, now instead of getting the counter or stagger at the end of an attack, O3 will fully complete all of the attacks in a combo chain. When you hit a certain threshold of damage in each phase, o3 will go invulnerable for the remainder of the attack and add to a tally of times the threshold was reached in the combo, at the end of the combo O3 will enter a stagger state with a duration depending on how many of these thresholds were reached over the course of the combo.

The thresholds have been normalized to 2.5% for all O3 attacks, this is not a final value but was chosen to hopefully allow well-played solos to still hit these thresholds on occasion. Additionally, if a stagger happens near the end of one of the O3 phases (roughly every 20% hp) it will allow you to cut into the next phase by up to 5% of O3 max health, thereby speeding up the subsequent phase and not wasting a stagger that happens too close to that hp threshold.

O3 also no longer can roll combos with only 2 attacks, the new chances are 50% 4 attacks 25% 3 attacks 25% 5 attacks. Additionally, the chances for further Celestial phases in the fight have been changed, previously the phase had a 4% chance to trigger instead of any attack except the first one in a combo, if this continued into the new system it would interrupt a currently going on combo and reset the stagger counter. Instead, it now has a 15% chance to occur when Oryx is picking a new combo, but it cannot trigger twice in a row, or as the first combo after heavens. 

Counters have been entirely removed from the fight.

Invulnerability has been added to the windows at the start of attacks and between combos as O3 is resetting to the center. This should cut down on the “free” damage windows present in the fight as they had previously been contributing to the fight being steamrolled in higher dps groups.

As always, feel free to leave feedback on our social channels.

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