This was partly discussed, comments here and there, by reps in another section. I'll not include everything that was said but you may hopefully draw a few conclusions of what was said
Many agreed that the swords were too strong one way or another plus that there is a visual delay to them, visual delays to a great deal of things in dungeons
While I like that there's en environmental thing to avoid it's a bit sad, as Phish said, to be 1shotted by 1 sword/hit (not two hits) as happened to me today trying to play in a Exalted Set +6 on my Artisan. I had about 17k HP so I don't know if there was a visual glitch that didn't let me see the other swords or if they actually can kill you in a single hit.
Basically we don't mind running away from them but we have to be given the chance. And I must add that I also think it's great that it is a hard boss to do in a random team.
Here's what I suggest to change as to keep the difficulty but avoid the 1 shot *poof*.
- Decrease the range of the AoE effect by 2m.
- Allow us to see by a marker, in the form of some fancy light, what the range will be. Or wich area was affected by the previous cast so we can 'learn' how big it is by watching the AoE's.
- Possible to fix all the visual glitches?
- Add a 52% limit to the dmg that can be taken by 1 hit of the swords.
- Diminishing returns if you're hit by more then 1 sword.
1. This decrease is to give us a bigger window, more 'time', to run away from the area that will be affected. By reducing the range you reduce the time it takes to move outside it's reach.
2. Helps us understand how far we have to move.
3. Just, please say it is.
4. Let me explain the 52% dmg somewhat. It's meant to avoid being 1 hit *poof *on squishy characters. Genesis stated they were meant to kill you in 2 hits wich doesn't sound too unfair as you are then given a chance to heal up or move before the second strike lands.
The reason why the 2% is added is to avoid you healing up by HP recovery alone to avoid death on the second hit so you atually have to take some measurement to stay alive through the second hit.
5. Partly to avoid getting killed in one go if you're hit by 2 swords and partly to decrease the overall dmg if you're more then 1 person tanking. Example if two Artisans stood next to eachother and one or both wasn't fast enough to move they will be killed in one go but with two hits. Back to 'give us the chance to learn and move the hell away'
Nr 2 & 5 is something I could be without but seemed worth adding the thoughts to the list.
Please, share your thoughts.