Remove timer and add dynamic failure
Just what I made a thread for, haha! More failure conditions or more things that has a penalty to it.
The Lost Headman would be quite good for a dungeon encounter, infact, might be hectic in a large group. Still, I get the point and having more events connected to the big fight should be promoted. Like Lyssa and how the Megalaser during the Taco fight works. Lyssa has some flaws tho, I feel the events are way too apart without jump pads and hard to keep track of, but the Megalaser one was a great idea.
I made a thread about having deaths count towards a failure, the Bloodlust idea works too if it can be implemented. As I said on my thread, deaths should have a larger meaning other than “Oh.. lost a minute of DPS and now I gotta run with 1 silver less.”. It should be more like “Dammit, c’mon, stay alive! Noooo! I died!”. We already have the downed state which is perfect to make deaths like a “Oh no…” scenario and more unforgiving on certain events and boss fights.
Good thing Google can search the forums or I would have made a topic for this myself!
I love the concept of world bosses and from the beginning I could see the potential for them to replace the “raid” content people want out of the engame; they have the advantage of quickly and easily draw in lots of players without having to wait for hours.
However, as the new Tequatl has shown us, they also run the risk of getting ruined by players who just don’t know or don’t care what they are doing. The timer on the fight add to the problem: if it’s not doing well enough by a certain time, players not only give up, they whine in map chat and tell others to forget it.
In this particular case, I would replace the timer by a progression bar on the Corruption of the shores; if nothing is done, the bar would fill in 15 minutes and the event would fail. But, killing undead and destroying tendrils would reduce the corruption bar by a small amount depending on how tough the killed target was.
This way, skilled players could compensate for those that are making it harder (willingly or out of ignorance).
Also, it would be nice to be able to retry the fight on a failure; before the revamp, I suggested using mechanics similar to the Ash Horizon event. In this case, if Tequatl isn’t beaten before he corrupts the shore, there could be a follow-up event to clean up the undead and take back control. Doing so would enrage Tequatl and he would attack again.
This being said, the overall boss revamp is a step in the right direction. I don’t like timers but, its better than no possible failure at all.