High Priest of Grenth could use a rework
I have multiple issues with this boss. First of all, the main boss battle is during the first phase, and then phase 2 is just cleaning up. That seems a bit anti climactic to me. And I know that most players are confused when they do this the first time, because they expect to be rewarded with a chest after beating the high priest.
I also don’t like the invisible exploding enemies that spawn, that often fail to render, and can one-shot players. And the high priest also randomly teleports players multiple times in a row, so they die from falling damage. And I can often not see what I’m supposed to be dodging there. I just get randomly hit with it, and then fall to my death.
The shades are also an issue. The corruption slowly stacks, as indicated by the tiniest of icons above your skillbar. And then they insta kill you with one hit. How are we supposed to deal with this? How do we remove corruption? How can we prevent shades from doing their insta kill? And when were insta-kills ever a fun mechanic?
A lot of players want to go in and fight the high priest, but several players have to be on permanent guard duty to keep the npc alive, which is often really hard due to the chaotic mechanics. And that’s just not fun. Everyone wants to be fighting that high priest.
Phase 2 is a lot less epic in comparison. Your only worry is enemies spawning right on top of the npc, and instantly killing him, which again is very unfair. A rather unfair and anti climactic end to the battle. But the loot is good at least.
How I would change it:
Change the order of the two phases. Start with defending the place from incoming hordes, then make phase 2 the battle with the high priest.
Remove having to baby sit an npc. Just let players defend the temple.
Remove insta kill attacks completely. Especially those exploding invisible enemies.
Give all of the high priests’ attacks proper red circles.
Add a way for players to lose corruption.
Give the high priest the power to blink to a different position, so he doesn’t constantly get forced into a corner.
Instead of the high priest just spamming red circles everywhere, give him a well telegraphed close range attack, or let him chase a player. Make players a bit more scared to get close to him, to make the encounter more exciting, and prevent him from being swamped by players.
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)
(edited by Mad Queen Malafide.7512)
I have multiple issues with this boss. First of all, the main boss battle is during the first phase, and then phase 2 is just cleaning up. That seems a bit anti climactic to me. And I know that most players are confused when they do this the first time, because they expect to be rewarded with a chest after beating the high priest.
I also don’t like the invisible exploding enemies that spawn, that often fail to render, and can one-shot players. And the high priest also randomly teleports players multiple times in a row, so they die from falling damage. And I can often not see what I’m supposed to be dodging there. I just get randomly hit with it, and then fall to my death.
The shades are also an issue. The corruption slowly stacks, as indicated by the tiniest of icons above your skillbar. And then they insta kill you with one hit. How are we supposed to deal with this? How do we remove corruption? How can we prevent shades from doing their insta kill? And when were insta-kills ever a fun mechanic?
A lot of players want to go in and fight the high priest, but several players have to be on permanent guard duty to keep the npc alive, which is often really hard due to the chaotic mechanics. And that’s just not fun. Everyone wants to be fighting that high priest.
Phase 2 is a lot less epic in comparison. Your only worry is enemies spawning right on top of the npc, and instantly killing him, which again is very unfair. A rather unfair and anti climactic end to the battle. But the loot is good at least.
How I would change it:
Change the order of the two phases. Start with defending the place from incoming hordes, then make phase 2 the battle with the high priest.
Remove having to baby sit an npc. Just let players defend the temple.
Remove insta kill attacks completely. Especially those exploding invisible enemies.
Give all of the high priests’ attacks proper red circles.
Add a way for players to lose corruption.
Give the high priest the power to blink to a different position, so he doesn’t constantly get forced into a corner.
Instead of the high priest just spamming red circles everywhere, give him a well telegraphed close range attack, or let him chase a player. Make players a bit more scared to get close to him, to make the encounter more exciting, and prevent him from being swamped by players.
I guess you’re talking about the Risen Priest of Grenth of the Cursed Shore event. My topic is about the High Priest of Grenth in Arah path 4.
That’s embarrassing…
Anyway, I agree, OP. Either introduce a mechanic that requires players to actually think even a tiny bit, or lower the priests HP/make the wraiths proper trash so they die faster. Currently it’s the one thing that makes me not want to do p4.
Take out the second phase and make people kill normal wraiths at the same time while standing in the circles, similar to CoF path 2. Do that maybe 3 or 4 times.
OR
Just make the silver wraith teleport around more and give it more health, and remove the second phase of the fight.
Youtube Channel – http://www.youtube.com/t3llularman
This boss design suffers from a the same crappy design many others in the game have.
“Hey, wouldn’t it be cool if to kill this boss you had to do [this]?”
“Yeah, that’d be neat. How many times should they have to do it?”
“FIVE HUNDRED TIMES!”
Classic.
Haha, my bad. Confusing to have multiple Grenth bosses.
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)