Let’s focus on some mechanics this time around, shall we?
Part 1: Fractals needs a revamp and it on Reddit. This is where the reward changes were talked about.
Since I haven’t done a 48 fractal since April, a bit (or a lot) of my knowledge and experience might be out of date, which is why I avoided mechanics in my first post. Go ahead and correct or add things in if something has changed.
The other reason is this turned out to be really long list.
Aquatic Ruins Fractal (aka Underwater Dolphin Fractal)
Jellyfish Boss Mechanic
The main mechanic here seems to revolve around dragging the Jellyfish to electric cages to do more damage, though it is poorly communicated. Instead:
- The Jellyfish would start with a large stack of armor similar to the Karka Queen meta event in Southsun, and as you drag the Jellyfish to an electrified cage, the stacks decrease, allowing players to do a significantly greater amount of damage as the fight goes on.
Its really fun to see larger and larger numbers as the enemy gets closer to death.
Jellyfish Boss Abilities
- Being eaten currently only extends the time it takes to kill in a frustrating way. Remove the Jellyfish’s invulnerability state when eating someone, and have him instead gain back armor stacks for each pulse you are in his belly.
- Being downed while being eaten instantly restores multiple stacks while spitting you out.
- At higher fractal levels, the Jellyfish gains the ability to pull players to him before initiating an electric twirl (the one that stuns) similar to Lt. Grast’s from Ascalonian Catacombs.
Cliffside Fractal (aka Giant Stone Man Fractal)
When fractals first came out, this was one of my favourite fractals. The entire thing feels like one gigantic boss fight with multiple stages, in which your strategies change for each seal you are suppose to break.
Nothing much really needs to change, but I have a dream where stacking is a legit strategy and not just a bug.
Initial Fight With Cultist Boss
- Reduce boss Health alot (since you fight him twice and he drops no loot).
- At higher levels of fractals, he gains access to a ground slam attack that causes a wave of damage similar to the Molten Facility ground hammers. It can be jumped over, or more reliably dodged through. It causes agony.
- His knockdown attack becomes a 360 degree knockdown spin at higher levels if it is not already.
Final Boss Mechanics
- Reduce boss health a little.
- During the fight, you are surrounded by a Dome of Light centered on the boss. When outside of that dome, you take agony damage. At higher levels, this dome is smaller. As his phases progress, this dome shrinks. When the boss is disoriented and drops the hammer, the bubble disappears. Remove Boss’ ability to cause an agony explosion when less than 50% health.
- When players are “stacked” on top of the boss (within 25-50 range), the boss has a chance to stumble on his normal attacks and only do glancing blow damage.
- If 4 players are “stacked” on the boss when the seal takes damage from the hammer, the boss takes 10% damage.
Final Boss Abilities
- Boss gains invulnerability for the period when he is recovering his hammer.
- No change to agony wells.
- At higher levels, boss gains access to a ground slam attack similar to the first one. This ground slam attack will be interrupted before the windup finishes if 5 players are stacked.
- At higher levels, his knockdown becomes a 360 spin, but does not cause knockdown or knockback if 5 players are stacked.
- The Boss no longer has an AoE agony explosion ability because of Dome of Light.
- The boss no longer jails players (too buggy, might put player outside of dome).
- The boss stops creating agony wells below 25%.
I like stacking on the boss so much that I would love it if it became the actual mechanic of the fight. Alternatively, just give him invulnerability when recovering his hammer and keep the fight as is, if that would fix it.
Snowblind Fractal (aka Your Weakness Makes Me Laugh Fractal)
Snow!
Boss Shaman’s Mechanics
- He no longer teleports to safety when dropping agony ice crystals, opting to instead lure player’s to their death!
- Agony Ice crystal drops now have more patterns to choose from.
- Four fire braziers now appear at the corner of the room.
Boss Shaman’s Abilities
- At higher levels, he puts up a Frost Aura that chills attacking players before initiating his frost breath.
- At higher levels, his frostbite stacks do not go away on their own, and require you to visit a brazier to warm up.
- He has taken some Speech classes and now has access to a few more lines besides “Your weakness” and “Jormag”. Alternatively, he doesn’t say them as much.
(edited by Lanser.8520)