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The Chronicles of Masteria Update
#41
Cyanne Wrote:We need something like an open-field underwater boss with like 30k touch damage and an open pit at the bottom so you can't just stand on the floor. You'd have to swim around dodging it while still turning around to land in a few attacks.
I love this idea too, but they'd definitely have to fix that underwater jump+get hit=DC glitch that's been around since FOREVER. Which, of course, will probably never happen.

Either way I'm curious about bosses for CWK. But yes please, make them archer and thief friendly... I really don't have want to spend that much money for HP washing, nor do I want to severely cripple my character in terms of damage. Rolleyes
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#42
byakugan Wrote:I don't want another boss where ppl is demanding for damage but rather for strategy.

Hurr durr

You're right, let's leave out all the classes that do the best damage because it will make the boss more STRATEGIC. A giant underwater monster with free movement all around its watery home would be an intense battle which requires a lot of focus to defeat, and you're gonna wanna bring the best attackers.

Just like ANY boss in nearly ANY game for nearly ANY reason, people want the battle to be a success, usually as quickly as possible. Even the most "strategic" boss will still have a demand for good attackers. Please use your brain before QQing like a retard.
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#43
...NPC allies? Like the four REAL grandmasters aiding you in the fight against the zombie grandmasters. o.o
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#44
Nexon Wrote:...and ensure that MapleStory remains one of the most successful games in the world.
nuff said.
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#45
Sparky242 Wrote:...NPC allies? Like the four REAL grandmasters aiding you in the fight against the zombie grandmasters. o.o

this might not be possible with the dynamics put in place in maple (tho with altering anything should be possible) but this would mainly defeat the purpose of the game.
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#46
Throws Wrote:Either way I'm curious about bosses for CWK. But yes please, make them archer and thief friendly... I really don't have want to spend that much money for HP washing, nor do I want to severely cripple my character in terms of damage. Rolleyes

Yeah, there aren't already enough archer/thief friendly bossesTongue I asked a Hermit and he spends about 10k to kill a HH. It costs me at least 500k because my Paladin can't stand out of his range and attack. They need to stop giving bosses platypus KB status. Bring on the 20-50k KB requirements.
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#47
Stereo Wrote:Yeah, there aren't already enough archer/thief friendly bossesTongue I asked a Hermit and he spends about 10k to kill a HH. It costs me at least 500k because my Paladin can't stand out of his range and attack. They need to stop giving bosses platypus KB status. Bring on the 20-50k KB requirements.

itd be a slow moving boss then. I had an idea for a boss fight, where its a long room, you enter the map to one side of the boss and it slowly move to one side, and if you dont kill it before it get the the end, yer dead. Basically this boss could have a high KB requirement, making it harder to stall it, and itd have to have a touch damage of the same level of the pillars in CWK. But the boss would have magic attacks, which would also slow its progression due to stopping to cast them, but the damage from these would be survivable by all jobs, maybe a 1/1 and super def also.
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#48
FelixTM Wrote:Hurr durr

You're right, let's leave out all the classes that do the best damage because it will make the boss more STRATEGIC. A giant underwater monster with free movement all around its watery home would be an intense battle which requires a lot of focus to defeat, and you're gonna wanna bring the best attackers.

Just like ANY boss in nearly ANY game for nearly ANY reason, people want the battle to be a success, usually as quickly as possible. Even the most "strategic" boss will still have a demand for good attackers. Please use your brain before QQing like a retard.

Maybe something that rotated specific weapon immunities, or elements, or heck, even changed forms frequently (from immobile but tough to mobile but weaker) to allow every class an oppurtunity to be useful against it. It gets old to see the same people in every boss party (1 NL, 1 Bishop, 1 DrK, 1 BM/MM, 2 random attackers)
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#49
I'm wondering why Nexon isn't trying things from classic video games, they could easily work if programmed right... then again, this IS Nexon.
What I mean is such things as the boss appearing in random locations just to attack before disappearing again. It wouldn't need that much HP, because it would take a while to kill it even without lots of it. Give it some powerful (life threatening yet dodgeable) attacks, status afflictions like Seduce and the reverse control curse in Ariant PQ, and you have a recipe for an interesting boss, right?
Heck, make it fast-paced too so it's difficult to even get a hit in. To be fair, melee could tank the damage to put a hit in while ranged can hit when it's safe.
Feel free to give criticism, just pulling this out of thin air here. xD
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#50
Silverwind Wrote:I'm wondering why Nexon isn't trying things from classic video games, they could easily work if programmed right... then again, this IS Nexon.
What I mean is such things as the boss appearing in random locations just to attack before disappearing again. It wouldn't need that much HP, because it would take a while to kill it even without lots of it. Give it some powerful (life threatening yet dodgeable) attacks, status afflictions like Seduce and the reverse control curse in Ariant PQ, and you have a recipe for an interesting boss, right?
Heck, make it fast-paced too so it's difficult to even get a hit in. To be fair, melee could tank the damage to put a hit in while ranged can hit when it's safe.
Feel free to give criticism, just pulling this out of thin air here. xD

ever heard of giest rog?
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#51
LuxAeterna Wrote:ever heard of giest rog?

I mean something different. It IS similar, but I mean something that can only be attacked when it is attacking. It would be invisible otherwise, and thus untouchable. Geist teleports sometimes, but it's not the same thing.

Lamens terms: It appears, attacks, brief chance to attack, it disappears again. Can't attack it till it reappears. This =/= geist.

Edit: Sleep deprived state let me forget to mention the location for each reappearance would be different. Sorry about that.
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#52
Silverwind Wrote:I mean something different. It IS similar, but I mean something that can only be attacked when it is attacking. It would be invisible otherwise, and thus untouchable. Geist teleports sometimes, but it's not the same thing.

Lamens terms: It appears, attacks, brief chance to attack, it disappears again. Can't attack it till it reappears. This =/= geist.

Edit: Sleep deprived state let me forget to mention the location for each reappearance would be different. Sorry about that.

Oh... This reminds me of that idea I had a while ago...

Make something like this, and I'll be happy.
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#53
FelixTM Wrote:And "so many" people are saying they like it just because it's different than the other bosses. All the unique ideas incorporated in the Geist fight were horribly done. If anything, Geist is one of the sloppiest bosses ever. It frickin' runs AWAY from you. How platypus is that? And it's not like it flees to lure you into a trap or anything awesome like that. It simply runs cause it has ADD. Real bosses can man it up and push through your attacks.

Why do you have to change platforms? It's not hard at all to keep it on the bottom or wait for it to come back, even with a crappy leveled party. Like I said, every aspect of Geist that could be interesting was horribly put together. He teleports, that's neat. But he just does telespam, which only lets him get free attacks in. Wow, that's original. He Super Defs, awesome. He just uses it to run away. There's platforms all over that let you warp around, ... There's no point when it's just easier to keep him down or wait/send a lurer. I'm failing to see the "interesting" in this boss, when the only people he can kill are retards and people way too low leveled - which, shockingly, is just like any other boss that does craptastic damage.

Calling a boss a platypus for not straight up charging you may increase the size of your e-penis, but it's not a valid reason to say a boss sucks.

Geist Balrog is not MADE for people like you - 16x BMs who take it down in 30 seconds. The level requirement for APQ is 40. It is intended for a party of early 3rd jobbers to be able to take it down with some difficulty. When APQ was released, he was not nearly as easy as he is now. I remember APQing in the early days, when I was required to lure it and bomb it as a CB in 50% of the parties I was in. Nowadays, people are stronger. I don't even consider what level people are when I add them, because anyone can take it down.

The luring aspect of Geist is good. It takes coordination. Should we independently run after it and fall off the platforms, or should we send someone up there to make the whole battle easier?

I agree that Geist Balrog could have been made a lot better. The teleport could actually have gone somewhere instead of simply making him unhittable, and there could have been fewer spikes lying around. He could have also randomly aggroed people on the map, chasing them rather than simply running away. But what the pineapple? Bigfoot is EXACTLY like all of the other pinnable bosses, except he has an annoying missing hitbox and he gives good exp. Geist Balrog may have been sloppily designed, but the concept of a boss that isn't Zakum/Horntail (Big immobile rock/dragon/whatever in middle of map that attacks with fullscreen blasts, multiple arms/stages, massive damage, tons of HP) or Bigfoot/Anego/Black Crow/Headless Horseman (fast moving, pinnable boss, damage usually unsurvivable for ranged classes of appropriate level) is refreshing at least.
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#54
Go PB, with 140k KB Big Grin
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#55
I don't like the idea that making a boss intense and challenging equals making it do incredibly high damage. So that it 1 Hit KO’s most classes. To me that isn’t challenging it’s just not fun. It leads on to the whole pinning bosses in a corner thing as well, again that has been done it’s boring. There are enough of those bosses. I would rather see a boss that has lower touch damage. Something that means a bowman/thief etc can take a hit and live but enough so they die when attacked again.

I would like to see a boss that moves as fast as something like BF with the lower touch damage like i mentioned earlier. In a long and flat map. Also it would have to have a really high KB or no KB so you couldn’t pin it in a corner. Maybe something like where it has a charging style move where it rampages towards you and it can’t be knocked back so all you can do is run and try to avoid it. You would have to use teleporters to travel to different horizontal points on the map. That way it gets rid of the whole everyone stand on one side of the screen and spam attacks. I would also love to see a boss style savage blow like move. Where it does small hits fast. That builds up to high damage over a short time. Then you would have to try and avoid the attack, rather than just the usual take the hit and heal approach. That way it gives lower hp classes a better chance. I know that is meant to be a downside of these classes but I think we have enough of those type of bosses already. Maybe some lower gravity as well, where you can jump higher, that would encourage more dodging moves Mega Man/Rockman style. Oh also through in some super KB now and then. That’s always fun as long as it doesn’t happen too much.
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#56
We can sum this up and say the game needs more Pap-like bosses.
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#57
FelixTM Wrote:Well, even if they couldn't BStep, but I'm sure Shadowers would manage just fine. They still have attacks they can use. And there is never more than 1-2 Shadowers, at most, in a boss battle. They're not nightlords, SE mules, HS mules or HB mules anyways. They shouldn't be in bosses because everyones purpose is to make nls stronger currently.

Fixed those little mistakes you had there.
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#58
Sn1perJohnE Wrote:itd be a slow moving boss then. I had an idea for a boss fight, where its a long room, you enter the map to one side of the boss and it slowly move to one side, and if you dont kill it before it get the the end, yer dead. Basically this boss could have a high KB requirement, making it harder to stall it, and itd have to have a touch damage of the same level of the pillars in CWK. But the boss would have magic attacks, which would also slow its progression due to stopping to cast them, but the damage from these would be survivable by all jobs, maybe a 1/1 and super def also.

There's a boss like that in Yoshi's Island for the NES, where if you didn't kill it fast enough, you would fall off the side and die. Old times..... It'll be fun to fight something like that again, even though I have't played Yoshi's Island for 2-3 years.
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#59
RickRolls Wrote:There's a boss like that in Yoshi's Island for the NES, where if you didn't kill it fast enough, you would fall off the side and die. Old times..... It'll be fun to fight something like that again, even though I have't played Yoshi's Island for 2-3 years.

That boss doesn't require strategy, anyways. It'll probably be a 5 Appled Nightlord and 1 Bowmaster.
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#60
Stereo Wrote:Yeah, there aren't already enough archer/thief friendly bossesTongue I asked a Hermit and he spends about 10k to kill a HH. It costs me at least 500k because my Paladin can't stand out of his range and attack. They need to stop giving bosses platypus KB status. Bring on the 20-50k KB requirements.

Dont group thieves together.

At 200 an unwashed shadower still cant survive a hit from bigfoot with Meso guard, I cant survive an anego/black crow hit for a long while either, yet NLs and BMs can solo them easily, the alternative is that they cant do things like HT because of Low HP, whereas Shadowers are only useful there as Seduce/Smoke mules, if it werent for that we'd get replaced by a hero or washed NL or something in a fraction of a second.

Only boss we're good for is pap/pianus, which also gets owned by NLs/BMs just as fast, if not faster.
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