Starter zone Bosses

Starter zone Bosses

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

This is primarily aimed at the Champion Shaman, The Great Jungle Wurm, the Fire elemental, and the Shadow Behemoth.

I still see many issues on these bosses. The problem being, they scale in the wrong way. More people show up, it just turns into 1 shot mechanics, very slow attacks but this feels like a band-aid fix than a real surgery. Also in the past, it seems like to make things longer all that was done was increasing the health of them. It was most certainly needed for the jungle wurm, but it really doesn’t amount to anything special. Mechanics should change, not values. You can’t scale starter zone open world boss’s damage to players around because it’s not fun or inviting to low levels or new players who tag along and get kitten slapped for not dodging.

Jungle Wurm:
-Make it a legendary instead of a structure.
-Add a skill fact “Burrows” where it can move about and becomes immune to conditions for a short time afterwards(8 seconds?).
-Increase the number of mosshearts around the area when it spawns.
-Add a skill where it will burrow to a nearby mossheart and consume it healing it greatly.
-Add a inner mechanic that it heals for more if the mossheart is poisoned but heals for less if it was burning(poison outweighs the burn difference).
-Add a skill fact “Summons Husks”. Instead of using Avatar of blights as part of the pre-event, use these as spawns. The husks will have an aoe root and hit a single target with high damage.

Champion Shaman:
-Increase toughness of shaman greatly when it turns into the collosal. Turns into a collosal when it hits 75%.
-Add skill fact “Blizzards transfer conditions”. Players inside the twisters will receive 1 condition a second that the shaman had. This includes conditions that stacked in intensity.
-Make blizzards move slowly around. To prevent an exploit, the shaman summons a corrupted ice wall around the maw area to prevent players from standing back with range and avoiding to ever have to move from the twisters.
-Increase the size of the collosal form.
-Add skill fact “Ice tremors”. Essentially it is the warrior’s mace #5 but in ice, knocking players down in a line. Increased range to 1500.
-Add skill fact “Frost armor” where it gains retaliation and protection if it is inside a blizzard. This effect proc’s 2 seconds for every second it is inside a twister.

Shadow Behemoth:
-Add melee attacks where it will strike down with its 3 claws. Each claw deals damage, being hit by multiple claws will likely result in death. Red circles to indicate the melee area.
-Add skill fact “Reflects projectiles”. This only happens when it is screaming.
-Make it rain shards when the portals are open and it is untargetable. Increase shard projectile speed.
-Change the stage fight to a 360 degree fight.
-Add skill fact “Increased armor in front”. Players can move to the sides with ranged weapons and target his back or sides for extra damage. However it will gain increasingly violent to players who do and swipe it’s arms in a flurry dealing moderate damage each hit and launching players back (in other words, stability will hurt).
-Add skill fact “summons”. It will summon shades that attack players. Shades health scales highly off player count. If the behemoth is screaming all shades that are alive become immune for the duration and gain stacks of might (at the same rate as empower).

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Starter zone Bosses

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

Fire elemental:
-On occasion, it will release a semi-slow moving torrent of fire dealing heavy damage.
-Increase the rate of meteors in places where players normally can stand to avoid the burrowed fires.
-Burrowed fires leave behind a burning trail.
-at 50%, the elemental will increase in size. If not defeated in a time frame (maybe 3 minutes, idk) you fail the event and all inside the fire room die.
-Increase toughness of fire elemental when it is suffering from burning.
-Treat the elemental like an effigy. It will burn nearby players based on how close they are to the elemental. Increase the burn DoT.
-Add skill fact “Weak to water”. This means water fields will disable the aoe burn allowing melee to walk in with no dot. Once water fields are gone, it will continue to burn.

I’m sure the coding would be difficult and the incentive to buff starter zone world bosses is far less than buffing bosses such as the dragon lieutenants or the dungeons. Still, these “world” bosses arn’t as a rewarding experience as they first were.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Starter zone Bosses

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Posted by: gooseman.6182

gooseman.6182

Aren’t starter zone bosses meant to be easy? Keep in mind lower level players don’t have all skills yet and are barely learning the game still. Starter bosses are a bit of a taste for them for what’s in store in the future and it’s a great learning experience, not a hair ripping frustration fest.

Starter zone Bosses

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Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

Aren’t starter zone bosses meant to be easy? Keep in mind lower level players don’t have all skills yet and are barely learning the game still. Starter bosses are a bit of a taste for them for what’s in store in the future and it’s a great learning experience, not a hair ripping frustration fest.

They don’t learn anything from a fight they barely get to participate in because it’s all about using your 4 second window to “tag” the enemy (this is as bad for the pre-events as it is for the bosses themselves).

As is stands, we level 80s are taking the fight away from them. And we shouldn’t be.

Starter zone Bosses

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Posted by: Webba.3071

Webba.3071

Most people in the start zone boss zergs are lvl 80s farming rares. Its a separate, but very pertinent issue.

Starter zone Bosses

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Posted by: NinjaEd.3946

NinjaEd.3946

Thats my issue. And making harder mechanics I feel is far better than scaling the boss to 1 shot new players who are still getting familiar with dodging and other visual queues. To a down leveled 80, they have defences and traits to stay alive much better than a new comer does.

We, 80’s, need challenges and a reason to revisit old zones other than for a rare. New players need a reason to participate with us without getting stomped out for trying.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Starter zone Bosses

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Posted by: Sahloknir.4065

Sahloknir.4065

Just wanted to make same post. In my opinion what shadow behemoth, wurm etc needs is more mobility and aoe attacks. Right now its not challenge at all as all what you have to do is to stay on one place and click autoattack(thanks to deleveled 80s who deal just too much damage and cant even die there).