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The perfect Maple boss fight
#21
Use a mount in that case.

Edit: If they're enabled. ._.
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#22
haha01haha01 Wrote: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 pineappleing awsome.

Well you'd theoretically only need 1 thief per party, is that too much? I mean, you already need 1 bishop and 1 warrior per party in almost every other boss, so why not? Not to mention I said it'd only happen a couple of times per fight, it woldnt make warriors less wanted, since they're still the huge damage dealers, and it wouldnt make thieves any more wanted than 1 per party, also they could just allow mounts in the map, that'd solve the problem as well.

Edit: the game needs focused aggro to balance it. In other games if one person does enough damage to the monster (the "tank") the monster will focus its attacks on them, this would force others to keep their damage at a steady output, so people couldnt just sit there and spam, otherwise they'd aggro the boss and it'd one shot them, and wipe the whole party. I'd like something like this, imagine if pap did an attack that was like 6k to everyone in front of him (and he had higher knock back), you'd have to get a warrior to aggro him into the corner while everyone else attacked his back.
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#23
If we ever get a new guild/alliance pq of sorts, we should get an insane boss that literally requires almost every class. Going with DrRusty's idea, it would start as a untouchable, 999 avoid unpoisonable time sphere-like thing (marksman required for snipe) that releases a 30k map-range explosion when killed like boomers/firebombs (shadowers and bishops required) and transforms into the actual boss that occasionally summons 999 avoid monsters (F/Ps and heroes/paladins required) along with ice-weak, all other element-immune monsters with a weapon cancel skill (I/Ls/paladins required). Dark knights would be wanted for hyperbody, and bowmasters and night lords would be wanted for their damage. Unless I'm missing something, that's all the non-pirate classes included.

A cool way for that boss to be included in the game is to make it so that it's a radioactive fish or something in Crimsonwood Keep's moat. Then it would make sense for it to be weak to lightning and poison, since it's biological and a water-based creature. We would have to swim through the moat and get through a secret passageway to enter the keep through like a waste pipe (did they have plumbing in the middle ages?) and on the way, we'd encounter this thing.
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#24
Cyanne Wrote:If we ever get a new guild/alliance pq of sorts, we should get an insane boss that literally requires almost every class. Going with DrRusty's idea, it would start as a untouchable, 999 avoid unpoisonable time sphere-like thing (marksman required for snipe) that releases a 30k map-range explosion when killed like boomers/firebombs (shadowers and bishops required) and transforms into the actual boss that occasionally summons 999 avoid monsters (F/Ps and heroes/paladins required) along with ice-weak, all other element-immune monsters with a weapon cancel skill (I/Ls/paladins required). Dark knights would be wanted for hyperbody, and bowmasters and night lords would be wanted for their damage. Unless I'm missing something, that's all the non-pirate classes included.

Best idea in the thread.
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#25
Cyanne Wrote:If we ever get a new guild/alliance pq of sorts, we should get an insane boss that literally requires almost every class. Going with DrRusty's idea, it would start as a untouchable, 999 avoid unpoisonable time sphere-like thing (marksman required for snipe) that releases a 30k map-range explosion when killed like boomers/firebombs (shadowers and bishops required) and transforms into the actual boss that occasionally summons 999 avoid monsters (F/Ps and heroes/paladins required) along with ice-weak, all other element-immune monsters with a weapon cancel skill (I/Ls/paladins required). Dark knights would be wanted for hyperbody, and bowmasters and night lords would be wanted for their damage. Unless I'm missing something, that's all the non-pirate classes included.

A cool way for that boss to be included in the game is to make it so that it's a radioactive fish or something in Crimsonwood Keep's moat. Then it would make sense for it to be weak to lightning and poison, since it's biological and a water-based creature. We would have to swim through the moat and get through a secret passageway to enter the keep through like a waste pipe (did they have plumbing in the middle ages?) and on the way, we'd encounter this thing.

I think that makes 5 characters needed so everyone survives, and one sole NL for damage output. O_o That also would exclude DrKs, so it would have to do enough damage for a decently leveled NL to take it. xD Also, if one of them D/Ced, good god you're fucked.

Granted, that is the best idea in this thread.
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#26
The bare, bare minimum for that thing would be a marksman, shadower, F/P, and a paladin, but I'm not sure how much damage you'll be able to get in with just that set up, even with one extra night lord. Probably make it deal enough damage to kill the ranged classes without hyperbody, so around 5-6k.

Also, another idea: put the reactor that starts the fight on a platform that only flash jump and float can reach, making a night lord or corsair necessary =]
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#27
Takebacker Wrote:I think that makes 5 characters needed so everyone survives, and one sole NL for damage output. O_o That also would exclude DrKs, so it would have to do enough damage for a decently leveled NL to take it. xD Also, if one of them D/Ced, good god you're pineappleed.

Granted, that is the best idea in this thread.

Or, you can do the cheap way and have the boss be a regular plain old boss.

The catch? You must have one of each sub-class to fight. If you don't you and everyone else will instantly die.

Rolleyes Problem solved.
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#28
Cyanne Wrote:If we ever get a new guild/alliance pq of sorts, we should get an insane boss that literally requires almost every class. Going with DrRusty's idea, it would start as a untouchable, 999 avoid unpoisonable time sphere-like thing (marksman required for snipe) that releases a 30k map-range explosion when killed like boomers/firebombs (shadowers and bishops required) and transforms into the actual boss that occasionally summons 999 avoid monsters (F/Ps and heroes/paladins required) along with ice-weak, all other element-immune monsters with a weapon cancel skill (I/Ls/paladins required). Dark knights would be wanted for hyperbody, and bowmasters and night lords would be wanted for their damage. Unless I'm missing something, that's all the non-pirate classes included.

A cool way for that boss to be included in the game is to make it so that it's a radioactive fish or something in Crimsonwood Keep's moat. Then it would make sense for it to be weak to lightning and poison, since it's biological and a water-based creature. We would have to swim through the moat and get through a secret passageway to enter the keep through like a waste pipe (did they have plumbing in the middle ages?) and on the way, we'd encounter this thing.


There's a difference between NEEDING all classes to beat the boss at all, and making each class have their own strengths at the boss fight. How annoying would it be if you HAD TO HAVE one of every class to even attempt the boss fight Tongue. Making every class useful rather than needed is plenty to have an enjoyable boss fight. It would get more annoying than fun to have to recruit every class to run the PQ.

Party- Damn the shadower D/C'd
*party gets OHKO'd by super crazy strong map attack*

If a boss was weak to elements, it would let mages have some pretty nice dmg to it. Giving a boss a very high KB (25k) and a 1/2 physical damage buff, would make mages the only ones who could keep it from coming towards you.
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#29
DrRusty Wrote:There's a difference between NEEDING all classes to beat the boss at all, and making each class have their own strengths at the boss fight. How annoying would it be if you HAD TO HAVE one of every class to even attempt the boss fight Tongue. Making every class useful rather than needed is plenty to have an enjoyable boss fight. It would get more annoying than fun to have to recruit every class to run the PQ.

Party- Damn the shadower D/C'd
*party gets OHKO'd by super crazy strong map attack*

If a boss was weak to elements, it would let mages have some pretty nice dmg to it. Giving a boss a very high KB (25k) and a 1/2 physical damage buff, would make mages the only ones who could keep it from coming towards you.

true, but can mages keep a boss pinned back well enough with something like their ultimates? Since nexon does a GREAT [/sarcasm] job of KB management, the boss would probably get unpinned, or confused as i call it, and just run forward anyways. (This is what happened when i started attacking anego while a BM friend pinned it. Thankfully she only did the 5k attack to me and the BM went back to pinning it alone.)

Also cyanne's idea would be great but there's a huge uh.. lack.... of FP mages out there unfortunately that not every guild that would want to go could do this type of PQ. I'd also say the same thing about paly's but I'm not as sure about those. Not to say there aren't ANY, but there's definitely a lot less than we'd like there to be for that sort of PQ that would require them. It's a great idea none the less, but it does have its slight flaw as DrRusty pointed out.


My idea:

Stationary boss (don't kill me please xD)

Take the idea for only being able to use pots CPQ style (having to pick em up). Now make it so that they drop from the sky, a healthy amount, like at a 30% per hit ratio. But a ton more drop, like 3 at once, if you hit the boss with a certain element or thing, one of which would be money (shadowers best at this with pickpocket+ME, or NLs with that one meso skill... but who actually uses that? xD) and the other would be summons. This element or thing to be hit with would change and be denoted by something, not sure what. This would make paly's quite wanted as they can fulfill 3 different requirements all at once. But it wouldn't make them absolutely necessary.

Shadowers would need to use smokescreen at the beginning of the fight due to lack of pots at the beginning of the fight. Also brawlers with demolition would be nice since they don't take damage while having disappeared. Gunslingers can help with the element thing i mentioned above using their ice/fire shots as well as the fact that they can have 2 possibly 3 of their summons out, which would help bring out a ton of potions for everyone.

Once again this would make
1) gunslingers
2) shadowers
and
3)paladins
HELPFUL but not NEEDED, which I believe was the main issue people had with cyanne's idea.

As for making mages useful (besides bishop since they'll be brought for ressurection anyways), well, we can use that idea from earlier. make the boss be immune to physical every now and then until enough magical damage is dealt, 1mil was the earlier example, also make the boss holy resistant. This would make SOME sort of mage NEEDED though, which I won't fight against. We definitely should have a boss where some sort of none bishop magic class is needed.

Oh, by the way, the boss is stationary due to the fact that you have to pick up pots CPQ style, and having a boss constantly ram into you would suck for this style, correct me if I'm wrong on that.

Let me know whatcha think.
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#30
Pots dropping from the sky is a HILARIOUS idea. Imagine the scramble for pots. "wtp you stole my Elixi-*dies*"

Actually, that happens in CPQ already. I use my very well-equipped Fighter to help low-leveled friends win a lot of CPQs a row. You wouldn't expect a fighter with 3k+ HP to die very often, but sometimes, the low levels eat through the pots at an insane rate.
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#31
 Spoiler

I don't know why you're assuming that mages will keep it pinned with ultimates. People strongly underestimate the power of paralyze and chainlightning. I can already do 25k+ with angel ray on holy weak. If the boss was weak to elements; CL, Paralyze, and summons could keep him back very nicely.

About the pots dropping like CPQ, I think it's kind of dumb for the reason you already mentioned. Having people have to pick up pots on a moveable OHKO boss would be dumb. It would be a challenge, but what's the point of an underwater boss that's stationary? It's supposed to be mobile because people can swim in the map. Having a mobile boss makes it more than a "hold down a button" boss.
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#32
Well this was something I've been thinking about for a bit. And I came up with an idea too. What if, during the fight, the boss would go in to this state, where it would nullify every attack thrown at it. At this point, you would have to hit it with a certain element to cancel it. So, it'd have an ice state, fire state, lightning state, and a poison state. Each state needs to be hit with its respective magic. And it would need to be a magic attack, otherwise take a paladin and you're set for 3/4. And I want mages included >=O
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#33
Dusk Wrote:Pots dropping from the sky is a HILARIOUS idea. Imagine the scramble for pots. "wtp you stole my Elixi-*dies*"

Actually, that happens in CPQ already. I use my very well-equipped Fighter to help low-leveled friends win a lot of CPQs a row. You wouldn't expect a fighter with 3k+ HP to die very often, but sometimes, the low levels eat through the pots at an insane rate.
Not to mention the lag this generates. Remember all the Snowballs falling from the sky at the Snowman boss? THAT was the primary cause of the insane lag that the boss was subjecting channels to. The game has to keep track of all the items on the map, and the time they appeared, and how much time they have left before they disappeared, the quantity in each stack... That's a LOT of information that has to be sent to everyone in the map. Doing that at a big boss which could easily kill you, and then putting your life on the line by making those potions be your only means of healing is just insane.
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#34
My idea was for an alliance pq sort of thing, so you'd potentially be able to have up to 500 people inside there xD though that would probably make it way too laggy.
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#35
IsaacGS Wrote:Not to mention the lag this generates. Remember all the Snowballs falling from the sky at the Snowman boss? THAT was the primary cause of the insane lag that the boss was subjecting channels to. The game has to keep track of all the items on the map, and the time they appeared, and how much time they have left before they disappeared, the quantity in each stack... That's a LOT of information that has to be sent to everyone in the map. Doing that at a big boss which could easily kill you, and then putting your life on the line by making those potions be your only means of healing is just insane.

I don't doubt it was the cause of lag, but the lag can easily be lessened by lowering rate of pot drop and the quantity in each stack thing isn't a problem with pots. Lessened further by making the boss only able to be fought at a certain time of day/certain times per day/certain channels (not zakum, like 5 more channels or something)/ticket admission APQ style (every 10 hours instead of 24 though)/any combination of the aforementioned.

That would easily lower the lag, but i'm not a fan of relying on pots dropping from the sky at a deadly boss fight either, unless i can come back to the fight after a certain amount of time. I just CPQed to 40 last night on my brawler, i died a pomegranate load because i was eating pots like crazy. I'll admit it's exhilarating though when you're in a spot taking damage about to die, and the pot you need is half a map away and you're freaking out. Excellent
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#36
DrRusty Wrote:About the pots dropping like CPQ, I think it's kind of dumb for the reason you already mentioned. Having people have to pick up pots on a moveable OHKO boss would be dumb. It would be a challenge, but what's the point of an underwater boss that's stationary? It's supposed to be mobile because people can swim in the map. Having a mobile boss makes it more than a "hold down a button" boss.

If the pots are only gained by looting, it doesn't have to be a OHKO or anything near it. As mentioned, in CPQ anyone less than a 8-10hko burns a shitton of pots. It would only have to do 400-500 damage to be extremely dangerous if you can't get enough pots dropping.



There aren't many paladins/fire mages cause there isn't much content for them. I'm sure a lot of the ones who quit would come back if they had a reason to play...
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#37
w/ the pot from the sky option, wouldn't it be more efficient for it to be like a 3~5% chance to activate the dropping, and make them all party elixir / p.p.elixir / p.allcure?

give the boss multiple sections - like 4 or 5. this allows bstep, pierce, and most mage attacks / summons to actual deal some damage. granted, this also allows heros and DrK's to completely own the boss, but what can you do.

the low drop activation would have to be triggered by a high spm class - corsairs, NL, BM, MM. i think the lowest of those is 400spm, which equates to 12 sets of party potions dropping per min from the marksman alone. countering the fact you need the main DPS classes for potions would be that all of the mobbyish classes will be doing the damage (as it's multiple hit sections), and the DPS will be keeping everyone alive... which is kind of the reverse of normal.

i think just changing the number of boss hitzones changes it all. 5 sections would make a pally(acb =O), mages(ID/FD+summons) and marksmen (...pierce would be absolutely insane...) DrK / Bishop would be critical for pot conservation. BM/NL/corsair would be providing the potions. shads would be doing decent damage, as well as SS if there's a lack of potions (say a ranged team dies or something...) i think that's everyone except brawlers. i dont know enough about them to know how to fit them in. heck, i barely know if they are mob or single trainers.
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#38
Brawlers are mobbers, but even without us doing a good amount of damage to the sections, we would still beef damage on all non RK/Lunchbox warriors, because of Speed Infusion.
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#39
I'd like to see the bosses have new skills that they could use on the players instead of the ordinary stun, dispel, etc. They should come up with new ones like how they did with HT and seduce.

One skill that I think would be cool for the bosses to have would be something like a betrayal skill where you can actually hurt/kill your party members if you are not careful enough.
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#40
Something that would sound cool would be a pin status effect where a boss randomly selects a member and suspends them away from the party for a set amount of time. A way to beat the status effect would be maybe to kill x monster(s) or hit a rock or something.

Or even better, similar to Casey's effect, have the boss pull a party member to merge with the boss temporarily and the parties would have to stop attacking or attack a different body part since if they attacked that part it would damage that character (of course there would be a damage reduction to that body part with the character merged to it). Also, while the party member is merged, the boss would slowly drain that character's hp. The only way for the member to regain hp would be maybe to loot the party pots or keep the healer in the party on the member. Also, as an option to keep things interesting and prevent instant party deaths, allow the merged member to use their buffs with the exception of a few obvious ones.

I could probably go on, but you get the general direction that I'm heading.
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