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GMS:CrimsonWood keep 2,Magatia coming soon
Russt Wrote:I wasn't referring specifically to the four bosses at once thing, but just a generic boss. Anyway, I don't see what you mean by 'too easy to avoid'. Sure, taking a step back is no big deal, but the fact is that you'll constantly have to keep it up throughout the entire fight. Think of it like an Alishar with a lot of damage and a warp at both ends. Sure, avoiding each individual hit isn't hard, but perfecting it is.


Why would it make a difference whether it's 7k or 15k, if they can survive it anyway? Invincible frames, for one, would pose the issue of timing.

Yeah, but it still had to be related to the CWK boss eventually. :X Those two attack types are too easy to avoid i mean. Looking at the animations and recognizing which one leads to rape isn't that hard, especially when you just have to stop attacking for a bit and duck or jump. Granted the only situation that would actually be fairly challenging would be if the warning was only 1 second long instead of snack bar and HTs warning...which is like four times that. >_> NLs probably wouldn't have a problem but BMs probably would while corsairs would get raped if they were still in their little boat.

Instead of invincible frames i would rather it be EXTREMELY mobile and extremely potent to ranged classes but easy to dodge at the same time like paps second form except with much higher KB. Slow ass warriors could never catch it unless a thief was involved. Rolleyes
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I want to see a boss that recognizes which characters are doing the most damage to it and casts w.atk/m.atk debuffs on them & uses defensive skills that block their class >_> that would make for interesting strategy "oops you did too much damage, bye bye apple"
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Stereo Wrote:I want to see a boss that recognizes which characters are doing the most damage to it and casts w.atk debuffs on them >_> that would make for interesting strategy "oops you did too much damage, bye bye apple"

Something tells me people would be too "oh this boss sucks it makes me lose too much money!" unless they made it drop a worth it armor like TMS' boss does.

10 to all stat, 150 w/m.def, 100 HP/MP, 10 slot UNTRADEABLE overall, anyone?

FelixTM Wrote:Currently, there's four level 200 Bowman in GMS. But, you know. :3

And goodness gracious ladies, what's with all the complaining about bossing on these forums lately?

After having only a handful of major bosses, we're all shitting ourselves over this glorious and well deserved opportunity. Glitter
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Stereo Wrote:I want to see a boss that recognizes which characters are doing the most damage to it and casts w.atk debuffs on them >_> that would make for interesting strategy "oops you did too much damage, bye bye apple"
Nah, that would just make for a subgroup of characters sitting around doing nothing all the time.
-claw debuff!-
-NLs stop attacking and chill, everyone else continues-
-sword debuff!-
-NLs return to attacking and Heroes step out-
-bow debuff!-
-Heroes return and BMs step out-

The only thing that would add is a necessity to bring several different classes. That's always good, of course, but doesn't really add to the strategy much.
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Russt Wrote:The only thing that would add is a necessity to bring several different classes. That's always good, of course, but doesn't really add to the strategy much.

Obviously it makes more sense in the context of multiple simultaneous bosses. If the Stormbreaker casts physical immunity, you're gonna attack the Windraider. And so on. None of this "sit still for half an hour, get paid 30mil mesos for the drops". There are lots of things you can do with multiple bosses that don't work if everyone's attacking the same thing.
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Russt Wrote:Nah, that would just make for a subgroup of characters sitting around doing nothing all the time.
-claw debuff!-
-NLs stop attacking and chill, everyone else continues-
-sword debuff!-
-NLs return to attacking and Heroes step out-
-bow debuff!-
-Heroes return and BMs step out-

The only thing that would add is a necessity to bring several different classes. That's always good, of course, but doesn't really add to the strategy much.

There's always the elemental (neutral included of course) super up fix. That doesn't sound like it would do anything for including other classes though. Plus, it'd be a PAIN IN THE ASS to code in for sure.
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Russt Wrote:Since when is tanking hits and spamming attacks interesting?

Additionally, many characters can't survive a hit from PB's Zombify. Does that mean they can't go?
It can be dangerous without being overkill. I personally don't find death very entertaining either. In fact it's rather frustrating knowing that Mage girl and warrior boy can fight a boss at the lowest possible level and I can't go until I'm twice that high. Nothing more frustrating for me than opening my quest log and seeing "Defeat Horntail" as a level 80 quest and knowing that the odds I'll ever be able to complete it are ridiculously low because of my HP.

Geist Balrog is probably one of the most perfect boss fights in my mind. It's active, you're moving around and chasing it, using strategy to maneuver around and it does fair damage for its level. It's not over kill, but you need to pay attention.


Let's look at what warriors, then, want in a boss:
Stationary, high damage, low avoid.

What do ranged classes want in a boss?
Mobile, low KB, low damage.

There's no overlap here. You can't have a boss that pleases everyone because we want opposing things. If it's mobile then warriors are going to get hit a lot, and that puts them at risk of dying. It also makes it harder to hit. If it's doing high damage, then ranged classes can't survive at all. If it doesn't have low KB then it's going to be plowing around the map like a bulldozer because we can't keep it in control (Like Latanica).

You can't make everyone happy. Personally, I'd rather have a boss everyone can survive, even if it's not challenging, than one that satisfies either of these people's conditions and precludes the other from taking part. It's not fair nor fun to be excluding whole classes arbitrarily >_>

Takebacker Wrote:Something tells me people would be too "oh this boss sucks it makes me lose too much money!" unless they made it drop a worth it armor like TMS' boss does.

10 to all stat, 150 w/m.def, 100 HP/MP, 10 slot UNTRADEABLE overall, anyone?



After having only a handful of major bosses, we're all pomegranateting ourselves over this glorious and well deserved opportunity. Glitter
What overall is this? I've never heard of such a thing.

FelixTM Wrote:Currently, there's four level 200 Bowman in GMS. But, you know. :3

And goodness gracious ladies, what's with all the complaining about bossing on these forums lately?
Whatever, I don't look at the rankings because they're stupid. I only saw Dolob in Athena's house. 1, 4, point is excluding 99.9999999999% of the class may as well be considered the same thing as excluding 100% of it.
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Now that i think about it, what about the "buff makes your weapon disappear for a while" suggestion? Something that completely destroys the class boundaries and makes the fight more interesting. :O

IsaacGS Wrote:What overall is this? I've never heard of such a thing.

Rofl, it was something i thought the new bosses should drop if it's dropping anything extremely valuable and if the boss is an extreme money burner. :/
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My idea, have something that must be avoided in the map or as an attack.

Something like a rape totem, occasionally sweeping through the bottom of the map so that players are forced to jump to higher ground or die. Period. Of course, don't make the map a "Jump Quest" map like the stupid Orbis/Victoria ship.
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Takebacker Wrote:Now that i think about it, what about the "buff makes your weapon disappear for a while" suggestion? Something that completely destroys the class boundaries and makes the fight more interesting. :O



Rofl, it was something i thought the new bosses should drop if it's dropping anything extremely valuable and if the boss is an extreme money burner. :/
oh, I thought you were saying the TMS boss dropped that lol.
Nah, though, at the moment none of the version original bosses drop good Zakum Helmet-style equips. At least, not any that aren't outclassed. The ThaiMS boss drops helmets but they're worse than Zhelms so they're rather pointless. The TaiwanMS guitar boss drops a pendant, but it's only 30 def/mdef so once again, sucky. None of the JMS/CMS/SEA bosses drop exclusive equips at all (so far. Maybe we'll see something of that sort from Neo Tokyo).

Loose Wrote:My idea, have something that must be avoided in the map or as an attack.

Something like a rape totem, occasionally sweeping through the bottom of the map so that players are forced to jump to higher ground or die. Period. Of course, don't make the map a "Jump Quest" map like the stupid Orbis/Victoria ship.
I like this idea, so long as there's some warning before it comes along. since we can't move while attacking we need a little prior notice. :p
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IsaacGS Wrote:oh, I thought you were saying the TMS boss dropped that lol.
Nah, though, at the moment none of the version original bosses drop good Zakum Helmet-style equips. At least, not any that aren't outclassed. The ThaiMS boss drops helmets but they're worse than Zhelms so they're rather pointless. The TaiwanMS guitar boss drops a pendant, but it's only 30 def/mdef so once again, sucky. None of the JMS/CMS/SEA bosses drop exclusive equips at all (so far. Maybe we'll see something of that sort from Neo Tokyo).


I like this idea, so long as there's some warning before it comes along. since we can't move while attacking we need a little prior notice. :p

Exactly. I was hoping we'd get that through krexel but that never happened. Then again, most exclusive areas besides those from JMS, GMS, (arguably taipei? exp is broken but there's nothing that great about it item wise) and SEA suck anyway.

If i had to guess why it would be because they don't want to pretty much wreak every equip out there and automatically make something an end game equip. Knowing nexon and "broken" items i really can't tell though. FS, SCGs, and raven weapons are all really insane. Who's to say they won't make a zakum style end game equip out of these new bosses? As for what it might be...i'd have to be an overall, top/bottom, or better cape than pink advents. My guess would be on replacing pink advents though, since those are cheap as pomegranate now anyway.
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IsaacGS Wrote:Let's look at what warriors, then, want in a boss:
Stationary, high damage, low avoid.

What do ranged classes want in a boss?
Mobile, low KB, low damage.

There's no overlap here.
But there are compromises to be made.

I'm going to improvise on fighting a Windraider boss by itself, just as an example...

Mobile? Stationary? KBable? Mobile bosses stop moving to attack. If our Windraider boss attacks often, it won't be that difficult for melee classes to keep up with. As for pinnability, it's completely unnecessary and makes for dull boss fights. How does a ranger mob Himes? He attacks until they come within range and begin their attack, then steps back and attacks again. This kind of strategy lends itself to being cornered easily, but that's where warps come in.

High damage vs low damage? What about a distance-scaled damage system? If you're closer, you get hit for more, and if you're farther, you get hit for less. That would probably be difficult to implement, but the same effect could be achieved by giving it a few close range high damaging attacks, similar to current Windraiders', as well as long range lower damaging attacks like an Arrow Rain style thing. And a quick wind-themed projectile attack would fit in well too. One thing about projectiles - they're nearly impossible to avoid when you're up close, but when farther away, they're much easier to handle. This means they can be made to deal fatal damage to ranged classes, without endangering their lives too much.

The only thing left is avoid, which is a trivial matter.

IsaacGS Wrote:I like this idea, so long as there's some warning before it comes along. since we can't move while attacking we need a little prior notice. :p
If you don't notice, that's exactly what a high damage avoidable attack is.
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How about they revise the weapon/magic defense system so that it's actually worth a damn?
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Russt Wrote:The only thing left is avoid, which is a trivial matter.

If it's going to be like that at all, make it so the boss has a lot of accuracy. It is the windraider boss after all. Besides, raping NLs is always fun.

Baklava Wrote:How about they revise the weapon/magic defense system so that it's actually worth a damn?

Seconded. The devs are too concerned with new content than old necessary pomegranate.
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Takebacker Wrote:If it's going to be like that at all, make it so the boss has a lot of accuracy. It is the windraider boss after all. Besides, raping NLs is always fun.
No, honestly, the only thing monster avoid does is limit those that don't have enough accuracy. Accuracy is a stat. Using avoid as a limiting factor is like HP, only there is no gray area.

But you know, giving one of the four a pomegranateload of avoid would be rather interesting. There are three others that can be attacked, after all.
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Russt Wrote:But there are compromises to be made.

I'm going to improvise on fighting a Windraider boss by itself, just as an example...

Mobile? Stationary? KBable? Mobile bosses stop moving to attack. If our Windraider boss attacks often, it won't be that difficult for melee classes to keep up with. As for pinnability, it's completely unnecessary and makes for dull boss fights. How does a ranger mob Himes? He attacks until they come within range and begin their attack, then steps back and attacks again. This kind of strategy lends itself to being cornered easily, but that's where warps come in.

High damage vs low damage? What about a distance-scaled damage system? If you're closer, you get hit for more, and if you're farther, you get hit for less. That would probably be difficult to implement, but the same effect could be achieved by giving it a few close range high damaging attacks, similar to current Windraiders', as well as long range lower damaging attacks like an Arrow Rain style thing. And a quick wind-themed projectile attack would fit in well too. One thing about projectiles - they're nearly impossible to avoid when you're up close, but when farther away, they're much easier to handle. This means they can be made to deal fatal damage to ranged classes, without endangering their lives too much.

The only thing left is avoid, which is a trivial matter.


If you don't notice, that's exactly what a high damage avoidable attack is.
You're just assuming things are possible in the game's structure when that's not necessarily the case. An attack that does varying damage depending on distance may not be possible based on what we know of how monsters work. Of course it all really depends on how mobile the boss is. If it's bigfoot speed and using AoE attacks, that's gonna be a problem. if it's moving at the speed of a regular windraider then it will be fine.

and the difference between a totem and an attack is that a totem would move at a predictable pattern, and attacks can't be like that. We wouldn't know when the attack would be coming around again.

Besides, when he says something like that what I envision is a pillar that comes in from off screen once in a while. Behind you, below you, coming from a different direction than the boss.
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Russt Wrote:But there are compromises to be made.

High damage vs low damage? What about a distance-scaled damage system? If you're closer, you get hit for more, and if you're farther, you get hit for less. That would probably be difficult to implement, but the same effect could be achieved by giving it a few close range high damaging attacks, similar to current Windraiders', as well as long range lower damaging attacks like an Arrow Rain style thing. And a quick wind-themed projectile attack would fit in well too. One thing about projectiles - they're nearly impossible to avoid when you're up close, but when farther away, they're much easier to handle. This means they can be made to deal fatal damage to ranged classes, without endangering their lives too much.

Implementing a distance factor isn't all the hard to add in. It would basically just act like another multiplier. Let's say the distance between you and a monster is 350 pixels, just divide that by 1000, then add 1, then multiply that to the overall damage. There's your new distance-scaled damage system. Tongue

This would, of course, imply though that projectiles will do more damage if the target is farther away.
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IsaacGS Wrote:You're just assuming things are possible in the game's structure when that's not necessarily the case. An attack that does varying damage depending on distance may not be possible based on what we know of how monsters work.
I did provide an alternative in case it wasn't possible. Varying attacks for close/far range.

IsaacGS Wrote:and the difference between a totem and an attack is that a totem would move at a predictable pattern, and attacks can't be like that. We wouldn't know when the attack would be coming around again.
Then how is this done? With a longer animation, it shouldn't be too difficult to recognize an archer-rape attack and move out of range in time. Unless you're right next to the boss.
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IsaacGS Wrote:You're just assuming things are possible in the game's structure when that's not necessarily the case. An attack that does varying damage depending on distance may not be possible based on what we know of how monsters work.
This gave me an idea! They could give a monster an Iron Arrow type attack, making Warriors/Bandits/Brawlers absorb a good amount of the damage, making the other ranged characters get hit for lower because of the weakened attack.

They should make bosses have more character like skills, it would make the game a lot more interesting. Imagine a boss with Transformation, Dark Sight/Assassinate, Critical Hit, Combo, etc.
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Quote:Geist Balrog is probably one of the most perfect boss fights in my mind. It's active, you're moving around and chasing it, using strategy to maneuver around and it does fair damage for its level. It's not over kill, but you need to pay attention.

Geist Balrog is epic for a boss of its type, for warriors that know what there doing, they can solo without having a problem keeping it in once spot, all you have to do is rush it when it does W.Defup then once that goes away spam brandish. Anyone who thinks that boss is all about running and spamming attacks untill its dead is a dumb person. I see this the same way with Pap, I've got a idea in my mind, I know how long stun take, when it starts summoning, the noise for summons. with all that information I know it makes the boss alot easyer. Learning about what your going to kill is a good thing to know, I've learned rush into Zakum is great for avoiding 1/1 and stun Big Grin

I love mobile bosses, it just depends on who is with me, and sometimes haveing a NL, or a mage can mess things up, for example. I'd rather solo bigfoot, since I just have to rush once and it will then do its attack, then I can do 2 brandish's and repeat untill its in the corner then all I've got to do is spam brandish >_>.

Quote:They should make bosses have more character like skills, it would make the game a lot more interesting. Imagine a boss with Transformation, Dark Sight/Assassinate, Critical Hit, Combo, etc.

I'd love to see a boss with "Combo attack" It would be interesting, every 5 attacks it would gain a "Dark orb" once it has all orbs charged it does "Unholy panic" to ONLY a warrior doing about 12k damage or so? Dark Sight has been used on bosses, I'm sure the Cap't in singapore can do it, atleast I was told it can.

Oh oh, it could also do "Unholy Coma" Hits everyone 5k and stuns them. 10k to holy people.. Big Grin
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