Shoutout to the devs new boss mechanics

Shoutout to the devs new boss mechanics

in Festival of the Four Winds

Posted by: Ace.1726

Ace.1726

This is a shoutout to the devs(Crystal Reid?) who worked on revamping the bosses in the new Boss Blitz.

The bosses are way cooler than they were last year and there are some cool mechanics. The Sparcus fight looks amazing and the flame wall is really fun.

Shoutout to the devs new boss mechanics

in Festival of the Four Winds

Posted by: Tommyknocker.6089

Tommyknocker.6089

I agree, the bosses in this event are very well done; now fix that open world DPS being all you need and I’ll be happy.

Shoutout to the devs new boss mechanics

in Festival of the Four Winds

Posted by: Electro.4173

Electro.4173

Some of the new mechanics are pretty neat. Sparcus as mentioned is really fun (probably the best), Shurakk is enjoyable enough as long as people know what they’re doing and don’t throw the seeds on top of him, Pyroxis would be cool if not for the fact that either lag or some other factor makes dodging the projectiles extremely iffy (sometimes you can barely step to the side and dodge a fire blast, other times you’ll be 5 feet away and still get hit, other times you get when there’s no visual indicator at all).

I can’t say I’m too fond of the other 3, though . Kurai is more annoying than anything with the constant herds of centaurs (its a neat idea and fits centaurs well, but in terms of execution its annoying especially when you get 2 or 3 groups of centaurs all in a row and are completely helpless as you bounce around). Wiggins is OK at first, but as the fight progresses and he starts doing multiple AoE blasts in a row it gets a tad tedious. Boom Boom is not very good IMO, the healing turret has too much health to the point where if the majority of the group doesn’t break off and kill it you’re going to really be in trouble, and her grenade attack has way too little warning at close range.

Shoutout to the devs new boss mechanics

in Festival of the Four Winds

Posted by: Jerus.4350

Jerus.4350

Fire wall is actually one of the ones I’d like tweaked slightly. I have more deaths on Sparcus dying to fire walls that form underneath me than I do anything thing else on that fight. It’d be nice if they could make sure the animation popped BEFORE the effect so that I wasn’t jumping across a safe spot only to splat because the wall formed while I was in mid air.

Boom Boom I really like, but I agree the short range grenades hit too fast, what’s the point of a tell if they’ve landed the same time as the tell?

I have no issues with wiggins, love that fight, perhaps a bit tedious especially at the end, but I enjoy it.

Pyroxis I had the same issues with, clearly watching the flame bolts going beside or in front of me, and I still take damage. The general strat has been to range and use walls from the rock above him. That to me feels very lame but /shrug not sure how I’d change it, he’s the only boss I just don’t like.

I have to say Boom boom and wiggins are my favorites, but I guess that’s because they are the most friendly to meleeing in a full dps setup.

Really great overall, just those tweaks above would make it perfect imo, but it’s still very fun to me.

Shoutout to the devs new boss mechanics

in Festival of the Four Winds

Posted by: Nokaru.7831

Nokaru.7831

Boom-Boom Baines’ grenade barrage just needs to favor targeting the furthest players since those in melee don’t have time to react to it.