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The perfect Maple boss fight - Printable Version +- Southperry.net (https://www.southperry.net) +-- Forum: Maplestory (https://www.southperry.net/forumdisplay.php?fid=15) +--- Forum: Maplestory Discussion (https://www.southperry.net/forumdisplay.php?fid=31) +--- Thread: The perfect Maple boss fight (/showthread.php?tid=6228) |
The perfect Maple boss fight - DrRusty - 2008-12-12 Chronicles of Masteria is just turning into "these bosses suck and these don't"... I honestly don't find pinning Anego, Bigfoot, bodygaurd A/B, grandpa boss, or black crow very entertaining. The fact that they OHKO just about everyone is pretty stupid to me. I think Nexon could have made the Giest a bit harder, but then the PQ would really suck for low levels who want to get apples. Making it easy for a cash shop PQ was a good move on their part. Now if they had a PQ that was exclusive to HIGH LEVELS, then they could make a difficult boss without holding back. This would be my perfect boss fight - First off the boss should have multiple forms kind of like zakum, but not immoble. I think the fight should take place in an underwater map about 1/2 the size of the gobi map so that we can go around the map trying to fight whatever the boss is. This would be a good size to make it so you're not swimming around trying to find where the fk the boss went to. Also, there should be platforms around the map to give classes that can only attack while standing, the ability to do damage (shadowers mostly). Give the boss the ability to teleport, but without doing it as much as Giest. Giest's constant teleporting is more annoying than challenging. Give the boss a decently high KB (like 25k) to keep him from being constantly KB'd by SoA or TT, but low enough that he can be KB'd some by attacks like brandish and BStep. Give it some 1/1 attacks, dispel, and the ability to super defense up of course. About damage, I think the boss should be 100% speed, and have around 5k touch damage. This'll make him OHKO ranged, but he'll be slow enough to allow them to run away if he gets to close to them. It would also make ranged rely on strong melee attacks to protect them by KB, and it will let DKs zerk on him. Magic damage should be about 2.5k and be a full map attack. Making him weak to lightning and poison will let mages do decent damage on him and let paladins use their lightning charge. Also, give the boss a crazy defense buff like 1/2 physical damage to let him break free of pins. I haven't thought of super fine details, but that's a nice rough draft of what I would like to see. It would be the perfect boss for all classes to be useful on. Edit: after each form, his damage, defense, and SPEED increases. That would make the fight pretty crazy. And let it summon monsters weak to each element. The perfect Maple boss fight - Dusk - 2008-12-12 Great compilation of ideas from the other thread. I'd like to see slow moving, ultra long range projectiles fired every few seconds that damage and stun. That would be fun, something to make the fight hectic without making it difficult for any particular class. Also, how much HP, and what kind of level range would this boss be for? Early 4th? The perfect Maple boss fight - DrRusty - 2008-12-12 Dusk Wrote:Great compilation of ideas from the other thread. I'd like to see slow moving, ultra long range projectiles fired every few seconds that damage and stun. That would be fun, something to make the fight hectic without making it difficult for any particular class. Well hopefully the inside of CWK is harder than the outside. So definently 120+ I mentioned the damage already. Any ranged should be able to take 1 hit from the magic damage without HP washing. Edit: oh oops I read ur post wrong, you meant HP of the boss lol. About the same HP as the 3 stages of Zakum should be good. When you get to the next form, his speed and damage increases. That would be pretty intense. The perfect Maple boss fight - Scaeva - 2008-12-12 Hmmm, what about making the boss get weaker every form, but you getting weaker too? Like some sort of debuff that can't be cured in any way but leaving the map. This would mean the battle would be more realistic (both you and the monster getting "tired"). I'd also like to see some tricks to give all of the traditional boss classes a hard time, while less or not wanted classes benefit from it. And since you say it would be a CWK boss, should it be located in some place like Orbis tower b2f, or guild PQ waterway. You know, like a cellar filled with water. The perfect Maple boss fight - Spongyy - 2008-12-12 The thing is just making weak to lightning/poison isn't good enough for mages to be wanted. They'll still get outdamaged by NLs, BMs, heroes and god knows who else. It needs to have something more...maybe summons 14 monsters at once that genesis misses? 14 strong monsters (two types, one weak to fire and other to ice) that get in the way would be annoying as hell for attackers and archmages could actually speed things up? And 5k touch isn't challenging for ranged classes at all o_O HB..? The perfect Maple boss fight - RahlsSoldier - 2008-12-12 This is one of the best suggestions I have seen yet. However, if you did want to implement mages into this fight, I say that one of its several stages should be attack imune. Granted that this would slwo bossing down, I think that this form should have substantially less hp, but be impervious to genesis, meteo and blizzard. This way, mages aren't restricted to using moves from 3rd job which were their primary damage dealing moves. It would invite mages to learn their character instead of spamming genesis. Another posibility is that the boss has no magic defence whatsoever, but ultimates cannot be used inside the map. Also, a higher wep def would allow from mages to be semi-useful. Potentially make him weak to all elements to increase this effect. The perfect Maple boss fight - Derimed - 2008-12-12 Well, what I remember from Ludi PQ is that the boss fight was not that lengthy because there were people waiting. I imagine having 19 channels with a Zakum at the end of the PQ would make people wait in line a LOT.
The perfect Maple boss fight - DrRusty - 2008-12-12 Quantact Wrote:Well, what I remember from Ludi PQ is that the boss fight was not that lengthy because there were people waiting. I imagine having 19 channels with a Zakum at the end of the PQ would make people wait in line a LOT. Making the LvL requirement like 120-160 would keep it from getting crowded. LPQ could get crowded easy because of all the low lvls. RahlsSoldier Wrote:This is one of the best suggestions I have seen yet. However, if you did want to implement mages into this fight, I say that one of its several stages should be attack imune. Granted that this would slwo bossing down, I think that this form should have substantially less hp, but be impervious to genesis, meteo and blizzard. This way, mages aren't restricted to using moves from 3rd job which were their primary damage dealing moves. It would invite mages to learn their character instead of spamming genesis. Having the boss weak to a mages element and giving the boss the ability to make physical attack damages 1/2 strength, would be plenty to make mages wanted. When the boss does its 1/2 physical damage defense buff, mages will be the only ones who can keep him from chasing everyone around the map. Spongyy Wrote:The thing is just making weak to lightning/poison isn't good enough for mages to be wanted. They'll still get outdamaged by NLs, BMs, heroes and god knows who else. It needs to have something more...maybe summons 14 monsters at once that genesis misses? 14 strong monsters (two types, one weak to fire and other to ice) that get in the way would be annoying as hell for attackers and archmages could actually speed things up? I didn't want it it TOO high because then HBless shadowers would get OHKO'd. How about 7k touch dmg then? The perfect Maple boss fight - NoWaizMatt - 2008-12-12 Mmm, interesting idea, mind if I post mine in here, too? The perfect Maple boss fight - byakugan - 2008-12-12 I like your idea, but i think everybody has forgotten we are talking about CWK and what NXProse said about we would have to fight 4 bosses at once. Having to fight 4 bosses like that at the same time would be too hard, not mentioning, some the strategies you're trying to implement wouldn't work (It would be hard for melee-high dmg classes to keep them from ranged classes). I still think the idea of making 5 rooms, 4 of them for each grandmaster, where you had to split into job groups like warriors, thieves, mages and archers, then every team goes into a room and fight its respective grandmaster but before/after defeating it iretreats. Then, for the last stage, all parties woud have to gather together to fight them all at once. This would make all classes necessary to begging with, and to make the unwanted classes more usefull, like mages, i would make some skills like Slow (which most firemages have maxed) and seal, very useful, besides just giving them elemental weaknesses. The perfect Maple boss fight - Stereo - 2008-12-12 Another way to make mages necessary... Buffs that last based on damage dealt, instead of time. If you had to deal 1m damage to the boss to remove super def up, then you'd bring mages. I'm expecting the CWK bosses to be doable by level 100 characters. Geist Balrog is a 100 boss that can be taken down by a party of 7x (though it'll take a long time) Zakum is 140 and can be beaten by 10x, so I expect this to be similar - 130-140 bosses, but mid 3rd job is enough to beat it. The perfect Maple boss fight - Devil - 2008-12-12 Give the boss 1 attack that noone can avoid or survive without being in smokescreen, so there needs to be 1 Shadower with Smokescreen (+ Buccaneer with timeleap) in every party... Something like: 50k dmg, 1000% range, 999accuracy Every party also need 1 Bucs for timeleap so they can reset smoke And also, the attack needs a very clear warning so everyone can get into the smoke area on time... :+) Maple really needs another attack patern then: 1xHealmule/1xSEmule/1xHBmule/3xNLslave -.- The perfect Maple boss fight - Lozmaster - 2008-12-12 Having a attack like the above mentioned is just stupid. The worst thing they can do,even if it means shadowers get into parties is to 'solve' it by giving bosses OHKOs. Changing bosses to rooms where you can only use pots that are dropped (make a limited amount of them fall constantly) brings ina solution to a few problems, in my opinion. Ultimates can't be used: limited pots make them prohibited. This means a boss can have elemental weaknesses resulting in paladins and mages other attacks being useful, in theory, particuallrly if they summon elemental weak mobs. Shadowers become more important: a % of the damage they take doesn't affect hp therefore needing to loot less of the limited pots, they can also provide smokescreen to protect a party. The godly avoid alos actually makes a difference, they can keep attacking a lot longer in between potting, making up at least a bit for the lower DPS Nightlords wouldn't have access to broken attack pots that make them far better than everyone else. Warriors and mages higher surviablity actually matters over the 'enough to take a hit' hp, they could go longer without having to go grab a potion. The perfect Maple boss fight - DrRusty - 2008-12-12 i agree with lozmaster, having a boss that OHKO's is kind of dumb. Shadowers can be more useful because BStep does hard damage and can help keep the boss from chasing everyone. Shadowers/Heros/Mages would be the only classes that could keep the boss semi-pinned with a 25k KB. The perfect Maple boss fight - Deviant - 2008-12-12 I still like the idea of an attack that could ohko everyone though, but make a safe spot in the map, and give it a long animation. That way it gets really frantic when everyone trys to scramble to a safe spot on either end of the map to avoid the attack. Of course, people who view bossing as just a buisness would be annoyed by any sort of fight like this, they just want to apple/spam attacks and make profit. Edit: Of course this attack wouldnt occur very often, that'd get annoying, but if they throw it in every so often it'd be cool, they could even have blue text that says something like "[Boss's name] seems to be gathering energy, quickly! Flee to safety!" I dunno, I like it =P The perfect Maple boss fight - Manu - 2008-12-12 What would happen with many NLs and a poison weak boss? Let's say there's 3NLs with lvl 1 poison, that's kinda like 8k times 3 NLs + the weakness o_o now imagine there's more, it'd go down a lot faster and people would still ask for NL slaves, turn that into fire weakness xP The perfect Maple boss fight - DrRusty - 2008-12-12 Darkmaniak Wrote:What would happen with many NLs and a poison weak boss? Let's say there's 3NLs with lvl 1 poison, that's kinda like 8k times 3 NLs + the weakness o_o now imagine there's more, it'd go down a lot faster and people would still ask for NL slaves, turn that into fire weakness xP weak to poison doesn't mean it's poisonable. Boss monsters can't be poisoned, stunned, or frozen. The perfect Maple boss fight - byakugan - 2008-12-12 Deviant Wrote:I still like the idea of an attack that could ohko everyone though, but make a safe spot in the map, and give it a long animation. That way it gets really frantic when everyone trys to scramble to a safe spot on either end of the map to avoid the attack. Of course, people who view bossing as just a buisness would be annoyed by any sort of fight like this, they just want to apple/spam attacks and make profit. What about something like the Zakum Pillars or Pianus Weights?. Something that would fall from the Ceiling hitting the players on market spots. I'd would have to be slower so that the players have enough time to move to a safer spot, and it would need more space between the places where the attacks will fall on. The perfect Maple boss fight - InTraining - 2008-12-12 I think.. There needs to be a boss that will counter certain attacks everynow and then, kind of how pap goes into his defense mode only instead goes into "is now countering physical". NOT def/mag def buff but something that will keep the boss from being pinned. There also needs to be a boss that can do demi attacks (drop hp by a %, not actual dmg). A boss touching someone for 12k is just stupid. Bigfoots (?broken?) knockback is a nice wake up call, but the lack of platforming just makes him no fun. It would also be nice if a boss could duplicate it self.. The perfect Maple boss fight - haha01haha01 - 2008-12-12 Deviant Wrote:I still like the idea of an attack that could ohko everyone though, but make a safe spot in the map, and give it a long animation. That way it gets really frantic when everyone trys to scramble to a safe spot on either end of the map to avoid the attack. Of course, people who view bossing as just a buisness would be annoyed by any sort of fight like this, they just want to apple/spam attacks and make profit. that would just make thieves more needed in bosses once again since they have haste, and cause warriors to be even less wanted because it would make your speed more important than your hp. i dislike this idea. i do like InTraining's idea, tho. it could be something similar to this thing in IQ tests with the ball hiding under a cup, then there are few more cups that dont have a ball under them and some1 mix it really fast... like, a flying boss that duplicate itself 30 times in a huge map, whenever you hit a fake the boss heals a bit, and when you hit the real boss all the fake ones disappear. could be really fucking awsome. |