Did Queen Ravna get an unexpected boost?

I’m starting to think that Ronaprax is worse. Took a 10 Skeleton, Familiar, and Skeletal Servant, max Poison res (including toon) into her lair. Barely escaped, lost 80% of Life twice, even though I’m a ranged build; lost all but (2) Skeletons.

Considering I survived more intact after defeating Korvaak just a few levels previous…

Almost died to her phase 1 poison/goop shower a few days ago as well.
Definitely feels like there’s more than just HP buffs here.

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Well, based on the file digging mentioned earlier, you can see that the move now has a pretty sizeable chunk of physical damage. And since it’s multi projectiles it seems like that results in a minu shotgun effect, which hurts especially badly for folks running lokkar or low armor during progression.

I hope the feedback that it’s kinda overtuned go through, because currently this particular move/ravna is by far the hardest monster during progression, even harder than post buff loghorrean

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Ronaprax is definetely overtuned. There may be similar skill changes with Ravna as Crate overworked some minor mini-bosses etc.

Got rekt playing veteran in multiplayer. We just skipped it, it one-shots us like nothing, seems off ofc

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looks like might be the same dmg level as Ravna/shared skill despite different skill entry/name

- so guessing manual/intended change ? :thinking:

*didnt’ get 1shot tho :sweat_smile: (also kinda weirdly struggled to get the attack triggered in th first place there)
https://imgur.com/a/mU7YXMt
https://i.imgur.com/SQI8UXT.mp4

Exactly, Ronaprax feels like this thing will murder you if you lack any one defensive layer. It is especially noticeable with low health classes I’ve been having 0 issues with it just paying more attention to avoiding it with soldiers but have absolutely been getting floored with Inquisitors. I think it being dangerous enough that you are conscious of it is a good sweet spot but the experience you have with low health classes feels especially awful since it’s so early in Act 2 to be able to fix your resistances and armor fully. Queen Ravna is slightly more acceptable as by the time you’re in Homestead it is easier to shift stuff around to be more defensive whether it is devotions or items or skill points.

There are others that are overtuned. Stuff is getting shadow buffed per the last stream if I heard/understood correctly. After testing the leveling quite a bit in 1.3 (5 characters, 2 after the hp/dmg buffs) the changes (IMO) negatively impact leveling - from a 6k hours played perspective. These buffs applied at endgame I feel are more warranted.

I think the notion of “obliterating” bosses is over exaggerated, especially while leveling and done by people who don’t have large amounts of playtime/knowledge.

Granted, the penalty for death in GD is very considerate to the players time, but I found it made HC leveling very not fun and I will likely move away from playing it if things stay this way. Spending all the time and dying at lvl 92 with 6k hours of knowledge and the tankiness toon(s) I can possibly make SSF has become too exhausting.

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We are already through the whole game on veteran and switching to ult. The only major “abnormality” wich felt really out of place was Ravna and Rona with their poison/physical?? bursts. Even with antivenom salves its on the edge to unbearable, without you get popped like nothing.

We skipped Rona as mentioned and Ravna was tanked in front of her so she stops using her poison blobs (we didnt even die once as we anticipated her attacks). Am going for Melee Deathknight and she is a AAR Spellbinder.

That first mini-boss Kyzogg could be nerfed a bit health pool wise and there may be some fine tuning left to be wished for on other suspects.

We are so accustomed to how it was before, its understandable especially HC players view the hp/dmg buffs very sceptical. Think the changes are overall great but need some adjustment (and will for sure get those with how much feedback this community and playtesters give). I personally do not play HC but can feel you on this topic.

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My apologies. I left out some info. The over-scaled encounters were on Ultimate only.

I realize I didn’t provide any vids or proof beyond what I posted. What I can do is give a close estimate of the character and what killed it.

Everything is approximate:
@92 tactician RoK fire
Relevant devotions: behemoth proc, tree of life proc, chariot proc, turtle proc w/ appropriate -rr shred with the MI shield for RoK rr shred
Approx 2500 oa and da base, over with chariot and deadly aim/fighting spirit soft capped
Almost 2k armor with 100% absorb
20+% over capped res except phys
15k life
Soft cap IS
AoC soft capped

One tapped with no debuffs on the character from one of the ladies that drops chillstrife MI (the first cave once in Ugdenbog - can’t remember her name)

Ana was another one that felt overtuned as a single attack was doing 1/2 to 2/3 of the entire health bar in one attack.

Granted these attacks have multiple projectiles but stuff just shouldn’t hit that hard “while leveling”.

The fundamental issue here, beyond excessive dmg, is the fact that leech is pretty bad without a high output of dmg (typically leveling) and every defense proc I have is subject to a %activation chance with turtle being completely skipped because I just died without hitting the threshold. Even if I wanted to leech, you can’t off of RoK obviously and taking a skill, just to leech with “leveling” dmg isn’t going to save my life from that kind of dmg with that output.

Use to how it was? Sure that argument could be made. I am trying again for sure as my prior post wasn’t an angry rant but just pointing out an observation I was seeing through Ultimate leveling. Based on what I’ve seen though, I don’t think my opinion will change with this play through.

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I’ve hit it at every difficulty, worst was actually on Normal.

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Normal was a left click experience for me so :man_shrugging:. It was just a “longer” experience.

i don’t feel normal being much of anything longer
actually quite disappointing how fast the ac1 changes dropped off

*i’m still not experiencing the issue others are with Rona and Ravna and i think i understand why. My default habit of facetanking eveything regardless if caster, gunner or actual melee means i just dont’ get those attacks triggered
(as seen in the earlier vid it doesn’t even trigger on the initial run up time from activation delay/initial cd i guess)

i liked act 1 with the first 40% hp pass, the updated lower one still fine, but it doesn’t really seem to have much staying power through rest of Veteran once at Cronley

i still have AoM and FG left on this toon tho, but with how fast stuff has been dying i’m not expecting Theodin or Korvaak & Co to put up much additional slog fest

edit. *unsure if mandela or placebo or just me paying actual attention for once, but doesnt’ seem like Cultist chaos crystals actually do much now? like i have to get strangely really close for them to start zapping (and they basically time out on walking up to them with 1 zap at most)
Mebe i just didn’t care before/killed stuff before trying to see

I have a feeling we have a mix of Normal/Veteran communication issue

i’m playing on Veteran,
which is normal with a boost/harder,
but not experiencing the same slowdown or lethal bosses

Correct, normal already can be quite rough. Early DR will make a huge difference on some fights.

Ravna is far more lethal than she was with her poison spit.
Mogara’s Shadowstrike ability (if I recall correctly) spikes far harder than it did.
Can’t speak to the Wasp queens as I generally ignore them on normal, but they have always been far more deadly at range than in melee.
Kilrian’s Blinding Orb is considerably more lethal.
Janaxia’s outgoing spikes are lethal on return, where you get a reverse shotgun. Presumably Larria as well, but I generally save her.
Loghorean was incredible scary for a while, but it looks like the combination of slightly toned down health and no longer bugged comp has compensated for that a bit. He still spews an absolute crapton of sunder balls.

Some of these are avoidable to a degree, such as Janaxia’s. Others are very hard to prepare for at the time you will run into them - particularly at Normal.

I can absolutely see a number of returning players get floored by these changes that they were not anticipating and have not been emphasised in the slightest in the patch notes.

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