Zappax.4685 Posted September 6, 2022 Share Posted September 6, 2022 Just finished hammering at the boss for 10 minutes straight. I have a raid dps build and we had about a full squad of people, that are veterans, and a few low level hanging around. The boss is just way too tanky, while posing no challenge at all. The new moves are nice, but the damage can be pretty much ignored. I've been standing in overlapping ice storms casually ressing some other guy, who died afking in them. The damage really needs some increase, to actually challenge and teach new people, as well as not making high level players afk on it. A lower hp pool would make the fight an actual fight instead of a chore as well. Fire Elemental for example, is great on all accounts. Sure that takes 10 minutes of hammering as well with that hp pool, but due to the damage and other hazards it's actually engaging. 1 1 1 Link to comment Share on other sites More sharing options...
Freya.9075 Posted September 6, 2022 Share Posted September 6, 2022 I like the changes they did to world bosses. I do agree though that this boss does feel a bit like a damage sponge. Not enough action to make up for the amount of hp he has. Link to comment Share on other sites More sharing options...
Ausar.9542 Posted September 6, 2022 Share Posted September 6, 2022 I rather its stay a long fight but with more mechanics Link to comment Share on other sites More sharing options...
kharmin.7683 Posted September 6, 2022 Share Posted September 6, 2022 1 hour ago, Ausar.9542 said: I rather its stay a long fight but with more mechanics It's a starter zone world boss. Too many mechanics may confuse new players. Save the additional mechanics for other world bosses. Still, I agree with these having too high HP. 1 Link to comment Share on other sites More sharing options...
Blude.6812 Posted September 6, 2022 Share Posted September 6, 2022 In a nutshell, the boss changes are turning them into damage sponges and making them move around more, regardless of some graphic enhancements. The easy way for programmers to make the fight last longer. Link to comment Share on other sites More sharing options...
Ashen.2907 Posted September 6, 2022 Share Posted September 6, 2022 This particular boss' health seems a bit overtuned. As I mentioned the last time this topic came up, you want your players to say, "Wow, we beat him!!" not, "OMG, its finally over...." 9 Link to comment Share on other sites More sharing options...
Labjax.2465 Posted September 6, 2022 Share Posted September 6, 2022 7 hours ago, Blude.6812 said: In a nutshell, the boss changes are turning them into damage sponges and making them move around more, regardless of some graphic enhancements. The easy way for programmers to make the fight last longer. Yeah, damage sponge design is like the boss equivalent of adding copy/paste busywork to a game to inflate the number of "content" hours. Better a shorter boss that is interesting than a long one that is dull. 1 Link to comment Share on other sites More sharing options...
Ashen.2907 Posted September 6, 2022 Share Posted September 6, 2022 The only time I think that damage sponge bosses are good is if they have a really interesting unique mechanic that you want the players to deal with multiple times without spamming it rapid fire. You want it to be spread out over time so that players have time to recover between instances of the mechanic, and perhaps even have time to develop strategies to overcome the mechanic.... But world bosses arent really the place for this in my opinion. I get wanting them to survive long enough for players to get to them before they die, but dont make them tedious in the process. 2 Link to comment Share on other sites More sharing options...
Labjax.2465 Posted September 7, 2022 Share Posted September 7, 2022 1 hour ago, Ashen.2907 said: The only time I think that damage sponge bosses are good is if they have a really interesting unique mechanic that you want the players to deal with multiple times without spamming it rapid fire. You want it to be spread out over time so that players have time to recover between instances of the mechanic, and perhaps even have time to develop strategies to overcome the mechanic.... But world bosses arent really the place for this in my opinion. I get wanting them to survive long enough for players to get to them before they die, but dont make them tedious in the process. I can agree with that and I think the new version of great jungle wurm isn't that far off from what you describe, without being too tediously long. Well... the mechanic isn't that interesting, IMO, but it's to do with breakbars so pretty important to teach newer players and it goes 1, then 2, then 3 adds who need one broken, IIRC, throughout the fight at different percentages. 3 Link to comment Share on other sites More sharing options...
Arianth Moonlight.6453 Posted September 7, 2022 Share Posted September 7, 2022 I don't even bother with world bosses anymore other than the one with a 2g reward thanks to this one and the SB. The Wurm and the FE are boring but more manageable but this 2 are just insufferably boring... 1 Link to comment Share on other sites More sharing options...
Jokubas.4265 Posted September 7, 2022 Share Posted September 7, 2022 (edited) I was surprised at how much longer he takes to kill now. I think his health needs to be brought down by quite a bit, just not to the paper level it was before. The event could be spiced up in another way. It shouldn't be overly complicated for a starter zone boss, but maybe even just something as basic as: "at 75%, 50%, and 25% you have to attack the Ice Elemental instead" or something. Edited September 7, 2022 by Jokubas.4265 1 Link to comment Share on other sites More sharing options...
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