Questions: Waypoints and Enemy HP
in another post, i fielded the idea of lowering HP while increasing DPS. i’d rather have a shorter, more intense encounter, but i’ve not run CoE anything close to extensively. what do you think of such an idea?
as far as waypoints go, while i definitely feel strongly that being defeated has to take you out of the fight for a considerable amount of time (and would you rather just be spectating or something?) in order for your party to have any reasonable chance of failure. it absolutely infuriates me in places like CM (i’m thinking specifically of the keg run in the seraph path) that the waypoint is RIGHT next to your event. it’s possible to have enemies aggro all the way to the waypoint itself. that’s just nuts. on the other hand, other paths in the same dungeon only give you like two waypoints for the entire run, which also seems kinda wacky. also, i agree that putting hazards in the way of a returning player is frustrating to the point that they should just be removed (i’m looking at you, AC traps…), but usually just a little patience can save you a lot of time in such situation. it’s still stupidly frustrating to be killed by a flame trap while the rest of your party is fighting for their lives, and there’s gotta be a less annoying way of producing the same effect (that is, removing players from an encounter… seriously dood if players arent’ removed from the fight for a decent amount of time SOMEHOW no one will ever lose).
i feel increasing dps and lowering hp might make sense in some fights, but i think Subject A doesn’t need more dps…if you miss out on leaving the circles you’ll definetly die…in his case the fight just becomes boring…especially because there is the same fight 3 times in a row
waypoints: I totally agree, you need to take Players out, that’s why I said a waypoint 30secs away isn’t a problem. I felt a pretty good solution was the waypoint setting in Garden story mode. There you have waypoints in the boss chambers before the boss you’ve just defeated. so you always need some time to get back into the fight, but there’s no way you can pull enemies there. It’s not the fact i have to walk that pisses me of…in some cases it’s just the distance…because a walk of several minutes through areas you’ve completed isn’t that much fun…
And I feel when jumping puzzles occur in the dungeons they should have a waypoint right before them. They’ve done that in CoF (the flame bowl runway) und in CoE (the Laser corridor….I loved that idea…just missed the Red Queen in the form of a little Gwen holograph behind it xD) but they forgot it in the garden. And from there the last waypoint is really several walking minutes away….that makes this good idea somehow stupid…as other team members who made it just stand invisible behind the corridor and wait for the last person to complete the puzzle…but instead of doing the puzzle the person is taking a walk…
A group unable of dodging his attacks will die in a very short time anyway.
That right there is why they shouldn’t change him. Its a level 78 dungeon if I remember correctly, its not supposed to be easy. A good team wont have a problen in here. My team works together, uses edurence buffs to increase dodge usage and if somebody goes down then one of us does a little damage to the little “finger like things” that come out of the ground and let them finish it off, you can rally on them.
I second the initial notions. Waypoints – not just in this dungeon – are sometimes scattered in strange places or are missing entirely, save for the one by the start.
And the health. Some bosses are fun as they are, but a fair few are just dragging on too long to maintain that sense of entertainment. A bit less health, bit lower defence, or otherwise some tweaks to make fights more interesting… very much welcome indeed!
Any boss fight that takes longer than 5 minutes and doesn’t introduce anything new, is taking too long, and gets boring. Honor of the Waves suffers from this problem amongst others, the bosses just keep going and going. They have way too big health pools, as if to artificially drag out the length of the dungeon.
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)
I feel a good way of bringing both opinions together (not lowering the HP and keeping fights interesting) would be to change the behavior of the enemy during the fight.
I’ve got an idea for Subject A: How about making those little Essences he scatters into vulnerable? They run away, and the more you manage to kill or damage the weaker he is in the next fight. This is still challenging (if you balance it the right way) and good teams can take an advantage out of their good gameplay.
concerning the waypoints: I still feel waypoint placement in some dungeons is just broken by design. But obviously I’m not the only one who thinks that…