Remove timer and add dynamic failure

Remove timer and add dynamic failure

in Suggestions

Posted by: Ghaste.2419

Ghaste.2419

Dynamic failure
You need to do something to kill a boss but if you don’t the boss regen is life or get stronger. This add challenge for everyone not just high pop server. It can scale too. You can put something people need to defend or keep and if they fail, the boss regen. You need to repair fast or retake the zone. it add dynamic, it can be scaleable so low pop server and high pop can play the same challenging content and don’t need a zerg to complete the event.

Example : The lost headman. A cursed undead who los is head. Players need to dps him and after a while he lose his head, player need to take his head and run away from him and put is head in a holy water. during this time he’s easier to do damage and try to get his head back. You need to protect the holy water source too from corruption( undead trying to go there and die in the water. If you fail, he just reset and laugh… You need to clease the water… This fight need coordiation, can be done in high pop or low pop and it can scale.

Example2 : Tequalt, if he destroy a turret he get regen, if the mega lazer is destroy he get regen… No timer but still a huge challenge.

Boss kill a player and get stronger aka bloodlust
The easiest way to make a boss challenging without timers. Everytime a boss kill a player he got stronger, he got regen and more armor for a time, this buff is stackable so if he kill a lot of player he can go on a rampage. you need to wait until is rage get down and try it again a bit later. This make fight challenging don’t promote zerg, can be made in low pop or high pop server.

Example: The shatterer with a new power, static wave that need to be dodge, if not you lose a lot of life, you are stun and can die. If you die he got stronger, and stronger. If 10 people die, the next wave is a wipe! Challenging yes, doable yes event for low pop server or overflows

Remove timer and add dynamic failure

in Suggestions

Posted by: Tyragon.2496

Tyragon.2496

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.

Remove timer and add dynamic failure

in Suggestions

Posted by: Nitross.6987

Nitross.6987

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.

- Fort Aspenwood -