Maw and Tadiha Conv. Update
Maw was never much of a threat …
Taidha was a cheater anyway, all her projectile attacks ignored anti-projectile skills. In the old version if you had the numbers like right now the fight wasn’t much different. A bit more running around but the result was pretty much the same anyway.
Ulgoth should do an AoE KD skill, regularly, that affects everyone inside of 600 range. Maw, give the Svanir a knockback skill that’ll toss the people meleeing into the pit behind him.
Taidha’s pre is definitely where the real challenge is at the moment. I’ve done her a couple of times since the update and she’s dead pretty quickly (at least, she’s dead when people stop attacking her so she can get out of her weird dialogue loop).
Maw probably needs a bit of an update to make the ice vortices more of a threat to the zerg, but I reckon Ulgoth has this issue now as well. That centaur was the master of one-two shotting people with his fireballs, and now he’s dead after about 30 seconds.
Not that it isn’t nice to be able to breeze through bosses so quickly, I guess…less chance for the game to hang.
Ulgoth should do an AoE KD skill, regularly, that affects everyone inside of 600 range. Maw, give the Svanir a knockback skill that’ll toss the people meleeing into the pit behind him.
This sounds like a great idea. In regards to Taidha, running around with a massive zerg is more engaging than standing still and spamming #1 at Taidha imo.
all open world bosses AOE skills should not be capped.
they should affect everybody in the area of AOE.
but, they think that “defiant” stacks and more HP will make the boss harder…
Ulgoth should do an AoE KD skill, regularly, that affects everyone inside of 600 range. Maw, give the Svanir a knockback skill that’ll toss the people meleeing into the pit behind him.
This sounds like a great idea. In regards to Taidha, running around with a massive zerg is more engaging than standing still and spamming #1 at Taidha imo.
Or let Moodnir regenerate health everytime a player gets knocked over from his swirling winds.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
I’m actually quite happy about Tadiha Convington because before i haven’t done it a often.
Simpler way to fix this, and it only requires Anet flicking a single button:
Friendly fire = ON
(I jest, of course )
Sounds like the original poster never played on a populated server even before the megaservers. Making the bosses a bit less zerg friendly would be welcome though.
Sounds like the original poster never played on a populated server even before the megaservers. Making the bosses a bit less zerg friendly would be welcome though.
I am on a more populated server. Where 50 – 60 people for Maw was common, not 150. But yeah, stronger bosses for stronger zergs would be nice. The holographic knights from living story was a good example of interesting zerg fights imo.
Frozen Maw can be very dangerous, the only problem is that he’s only dangerous if you let him move away from the snow pack near the totem.
If he gets away from that spot the ice storms multiply in number and no one is safe. I’ve seen dozens of those just eat people and then he uses his stomp move and 3/4 of the people are downed or dead.
I don’t remember Taidha before the update but she’s not all that special, kinda like Jungle Wurm and the Golem Mark II – stand here and spam 1.
The annoying part about Taidha is that it takes forever to get players to STOP ATTACKING when she starts talking.
Her event mechanics for her death are 0% health, say a few lines while walking to the BEACH, then die. If you don’t stop attacking her she’ll never get to the beach and no one gets their loot. This part needs to be fixed so that she’s invulnerable at that point so she can just get on with her death.
Everyone wants to improve world bosses – I’m not against that but I feel giving them powerful attacks that can wipe a zerg is a wrong move with the current state of the game. It will make the encounters not fun and frustrating.
Why you ask? Because with the amount of particle effects around a boss at such an encounter it is nearly impossible to see the boss let alone any animation it might do.
So yes – more challenging mechanics would be great on paper but I feel they would quickly frustrate and annoy players that would now be punished for something they can’t really avoid.
What world bosses need in terms of a fix is primarily a particle effects slider that allows players to turn them down transforming the boss from a glowing flaming disco ball to something that can be seen and reacted to.
About Taida: People have learned that if you interrupt her at 50% HP you can skip the second phase and kill her directly. That’s why she tends to bug out at 1% when people still attack her because that’s not really where she’s supposed to die.
So it’s really not intentional.
Case and point however is that none of the megaevents are fun with 200+ people. It’s turns any event into a mindless spam-fest (not that they weren’t before).
They really need to reduce the threshold at which a new instance is created. 50-100 people per mega-event is fine, but 200+ not.
Except maps cannot hold more than 150 people. So, if you’re running with 200+ people on a map, please, inform us how that was done. Wurm and Teq runs can always use more people not afking and taking up precious slots from active players.
At least people are doing Thaida now.
The bosses aren’t the problem, the megazergserver is.
The bosses aren’t the problem, the megazergserver is.
It can be both.
Make them again random spawns without any API tools, remove loot .. problem solved.
Really .. i wonder what some people want .. just make the whole game more annoying ?
What do you expect them to do ? Less loot so nobody does them ? More HPs so that you need hours to kill them ? More unfair Oneshot kills so that everyone is kittened off ?
The good thing is at least that all events can now be done even late at knight / early in the morning.
And btw .. when will you people learn that you DON’T need to spam #1 since there is something that is called autoattack.
Best MMOs are the ones that never make it. Therefore Stargate Online wins.
The map capacities are much too high for the current game content. Simple as that.
William S. Burroughs
The map capacities are much too high for the current game content. Simple as that.
They are not .. the problem is only that a lot of people are packed together in the same spot when a world event is up.
On the other hand that shows that a lot of people seem to enjoy that, else there woudn’t be so many players .. right ?
Best MMOs are the ones that never make it. Therefore Stargate Online wins.
I am fully aware that people enjoy games that demand pushing a single button to make numbers grow. These are abundant on the Web. I also consider it an imminent downfall of this game, at least for a large chunk of its playerbase.
William S. Burroughs
The map capacities are much too high for the current game content. Simple as that.
They are not .. the problem is only that a lot of people are packed together in the same spot when a world event is up.
On the other hand that shows that a lot of people seem to enjoy that, else there woudn’t be so many players .. right ?
Most people probably enjoy free loot. Maybe the crappy experience is the price of this “free” loot.
Not only do the megaservers promote press 1 to win zergs but also if a meta event bugs you aren’t able to go to another server to beat it. (See Balthazar right now).
50/50 GWAMM x3
I quit how I want
The only world boss that had any semblance of difficulty (before the Teq remake and wurm release) was the Fire Elemental at launch.
Everything else was always a Press 1 to win. Nothing changed.
The only world boss that had any semblance of difficulty (before the Teq remake and wurm release) was the Fire Elemental at launch.
Everything else was always a Press 1 to win. Nothing changed.
I really don’t understand why people think they are sooooo much better if they instead stack in corners and press #1 and always need to post these kind of insults again and again and again.
Best MMOs are the ones that never make it. Therefore Stargate Online wins.
Not only do the megaservers promote press 1 to win zergs but also if a meta event bugs you aren’t able to go to another server to beat it. (See Balthazar right now).
That is not entirely true.
I was doing map completion in Straits of Devastation the other day and Balthazar wasn’t open. That pretty much made it impossible to commune with the SP at Melandru statues. I guested one of one the other large servers and it happens that they did have it open and finished the map that way. It lowers your chances but it doesn’t eliminate the option.
On the other hand that is not a problem with the megaserver system. That is a problem with ANet not fixing broken events.
A suggestion for Hydra Queen event.
Leave the pre events as is, but upon completion of the gate assault, the whole fort starts firing on the galleon. This increases the tension of the encounter and gives the impression that the pirates are making a desperate stand to sink the galleon. The “defend the galleon” requirement is still valid so that it forces players to split up to take down the cannon crews while still having to breach the fort to fight Taidha. Of course the whole time, there are swarms of veteran level and regular mobs surging out of the fort to defend it, numbers and hardiness of which scale with the number of players showing up. To make it even more interesting, have an inner gate that players have to take down by raiding explosive dumps for bombs. After taking down the inner gate, the players have to fight to the top of the inner levels to reach Taidha. Put this on a 20min timer and watch the chaos ensue. There are no hidden mechanics or sequences that need to be added in, just an extra layer of difficulty that will make it a really worthy fight. If the encounter fails, then the area surrounding the island swarms with pirates until the next assault.
For Maw, add in very high level mobs that escort the Shaman. Why a person of his importance has to fight alone is beyond me. He’s an icebrood, so add in high level veteran wolves, goliaths and ice elementals much like Claw of Jormag but with out the numbers. Grant them AOE and KD skills so it gives the impression that they’re defending the shaman. To make the encounter more interesting, give the Shaman an objective, like raising a new totem, that starts to tick when he spawns. If more than, say, 50 ppl come to fight then add in champion level mobs, with the same hard hitting abilities.
Naturally, the loot drops will need to scale with the increased difficulty of these encounters.
I think I might put together a few thoughts about how to make the boss fights more interesting instead of just 111111111111111111111111, dodge, 111111111111111111, dodge
Not only do the megaservers promote press 1 to win zergs but also if a meta event bugs you aren’t able to go to another server to beat it. (See Balthazar right now).
That is not entirely true.
I was doing map completion in Straits of Devastation the other day and Balthazar wasn’t open. That pretty much made it impossible to commune with the SP at Melandru statues. I guested one of one the other large servers and it happens that they did have it open and finished the map that way. It lowers your chances but it doesn’t eliminate the option.On the other hand that is not a problem with the megaserver system. That is a problem with ANet not fixing broken events.
Oh, thanks. For my server it’s been bugged I’ll try guesting to a few.
50/50 GWAMM x3
I quit how I want
Taidha’s event has always been a giant mess (just look at the hoops you used to have to go to before it would even start) and she’s always been woefully underscaled for some reason.
The only world boss that had any semblance of difficulty (before the Teq remake and wurm release) was the Fire Elemental at launch.
Everything else was always a Press 1 to win. Nothing changed.
I disagree, the Fire Shaman won’t let most players stand still in a group and spam 1. Jormag either, the adds or the world boss will kill the clump players (however you can still semi stack for Jormag phase 2, if you don’t mind the very strong champions attacking you). Also, the original Taidha you couldn’t stand still and spam 1 she would kill you fast lol.
A suggestion for Hydra Queen event.
Leave the pre events as is, but upon completion of the gate assault, the whole fort starts firing on the galleon. This increases the tension of the encounter and gives the impression that the pirates are making a desperate stand to sink the galleon. The “defend the galleon” requirement is still valid so that it forces players to split up to take down the cannon crews while still having to breach the fort to fight Taidha. Of course the whole time, there are swarms of veteran level and regular mobs surging out of the fort to defend it, numbers and hardiness of which scale with the number of players showing up. To make it even more interesting, have an inner gate that players have to take down by raiding explosive dumps for bombs. After taking down the inner gate, the players have to fight to the top of the inner levels to reach Taidha. Put this on a 20min timer and watch the chaos ensue. There are no hidden mechanics or sequences that need to be added in, just an extra layer of difficulty that will make it a really worthy fight. If the encounter fails, then the area surrounding the island swarms with pirates until the next assault.
For Maw, add in very high level mobs that escort the Shaman. Why a person of his importance has to fight alone is beyond me. He’s an icebrood, so add in high level veteran wolves, goliaths and ice elementals much like Claw of Jormag but with out the numbers. Grant them AOE and KD skills so it gives the impression that they’re defending the shaman. To make the encounter more interesting, give the Shaman an objective, like raising a new totem, that starts to tick when he spawns. If more than, say, 50 ppl come to fight then add in champion level mobs, with the same hard hitting abilities.
Naturally, the loot drops will need to scale with the increased difficulty of these encounters.
I think I might put together a few thoughts about how to make the boss fights more interesting instead of just 111111111111111111111111, dodge, 111111111111111111, dodge
The Taidha event sounds exciting when put that way and the maw could do with a few extra adds that don’t die in kittens.
About Taida: People have learned that if you interrupt her at 50% HP you can skip the second phase and kill her directly. That’s why she tends to bug out at 1% when people still attack her because that’s not really where she’s supposed to die.
So it’s really not intentional.
I didn’t even know Taidha had a second phase that’s great. So hopefully if Anet stops the interrupt bug at 50% health we can actually see what she will do next. Instead of stand still and get walloped on.
Today was the first day I did any meta even since the mega servers came in. And it made me kind of sad seeing how bad the general player base is.
Especially during Mark II. More than 3/4 of players were ranging. Making something I could solo go from 2 minutes to 6+ minutes.
Players aren’t learning to play the game, because why should they ? They can go around, barely pay attention, barely fighting and get the same rewards as everybody else.
Then comes whichever new content (when it gets released) and those players will kitten that it’s too hard, while a vocal minority kitten that the playerbase is bad.
I didn’t even know Taidha had a second phase that’s great. So hopefully if Anet stops the interrupt bug at 50% health we can actually see what she will do next. Instead of stand still and get walloped on.
The event has several other bugs that are well known and documented. Some of them were event breaking, and one actually prevents you from receiving reward (and achievement, if you hadn’t got it yet for some reason). Most of them were there since the launch, and Anet never made an attempt to fix them – i wouldn’t hold much hope that this case will be different.
Especially during Mark II. More than 3/4 of players were ranging. Making something I could solo go from 2 minutes to 6+ minutes.
That’s not meleeing. That’s scaling. It can be ranged to death in 2 minutes if you are alone, but a group of ~40-50 people will be meleeing it for 8-10. If the scaling wasn’t capped somehow, than the whole 120+ players zerg would likely have been unable to dps it in time regardless of the strategy used.
Remember, remember, 15th of November
(edited by Astralporing.1957)
At launch AOEs wernt limited to 5 targets, this included world bosses. This was changed to prevent AOEs being too overpowered in WvW and affected world bosses too. Since that change had to also affect PvE including bosses, I assume it’s something hardcoded into the mechanics and such a change would involve completely remaking the combat system.
1. it is not “hardcoded into mechanic” (siege engines in WvW, for example, have different caps on them)
2. Some boss AoEs have caps, some don’t. Examples of the latter ones include dragon fear, Jormag’s frozen field/dragon teeth/sleet, Tequatl waves and finger poison fields, Golem lightning field/knockback.
Note: “no caps” in some cases may mean a high target cap, for example 50 players (Dwayna statue long ranged aoe, for example, is definitely capped, but that cap is equally definitely higher than 5)
Remember, remember, 15th of November
I think they just wanted to narrow the really difficult events down to the ones who have their own metas. There’s no denying teq and triple trouble are still of significant difficulty, if not nearly impossible for random megaserver groups. They also both have completely uncapped AOEs.
Those two events are your hard modes, and they are hard modes. I’ve done 2-3 hours of boss schedule every day since megaserver update. Never once gotten triple or teq even half way done. These events have major problems in megaserver. I’ve seen a lot of guilds make very good efforts on these events, but even if they get 30 people doing the events perfectly, the 20 guys who are there scaling up the event and intentionally or unintentionally not doing what they should be guarantees a failure. If that’s what you want out of a champ train then just wait for teq and trip to come up in rotation and just attend those :P
That’s not meleeing. That’s scaling. It can be ranged to death in 2 minutes if you are alone, but a group of ~40-50 people will be meleeing it for 8-10. If the scaling wasn’t capped somehow, than the whole 120+ players zerg would likely have been unable to dps it in time regardless of the strategy used.
Of course it’s scaling. And it’s showing that a lot of players are barely contributing.
You don’t need hard math to figure it out : if 3/4 are hitting with what is probably their weakest attack and hitting only 1 hit box, of course the boss will live longer.
And they don’t want to learn how to move out of a lightning field that has an easy to see tell.
Anet could simply add in some AOE attacks that instantly incap select people similar to how Jade Maw in FOTM does except more than 1 or 5 people at a time.
That’s not meleeing. That’s scaling. It can be ranged to death in 2 minutes if you are alone, but a group of ~40-50 people will be meleeing it for 8-10. If the scaling wasn’t capped somehow, than the whole 120+ players zerg would likely have been unable to dps it in time regardless of the strategy used.
Of course it’s scaling. And it’s showing that a lot of players are barely contributing.
You don’t need hard math to figure it out : if 3/4 are hitting with what is probably their weakest attack and hitting only 1 hit box, of course the boss will live longer.
And they don’t want to learn how to move out of a lightning field that has an easy to see tell.
I think melee is part it but not in the way that has been mentioned.
With melee attacks you can just swing your weapon and as long as you are in range it will hit.
With range it gets a bit … “iffy”. With projectile attacks you can mostly do the same as melee. Stand near the base and use your skills, I do this when I use my staff ele. With the other ranged skills you need a target selected and that is where the problem comes in. Some people are probably only attacking when the base part of the golem is targettable because they don’t see the targets on the arms. Trying to find the targets on the arms can be difficult when your view is obscured even if you already know they exist. Then you have necros trying to use a staff …
That’s not meleeing. That’s scaling. It can be ranged to death in 2 minutes if you are alone, but a group of ~40-50 people will be meleeing it for 8-10. If the scaling wasn’t capped somehow, than the whole 120+ players zerg would likely have been unable to dps it in time regardless of the strategy used.
Of course it’s scaling. And it’s showing that a lot of players are barely contributing.
It doesn’t. It just shows that the scaling works badly. Get the same player you think is not contributing, put them with golem in 1v1 situation, and they will likely kill that boss in 2 mins with no trouble. And the same group of people that needs 10 mins to kill the golem, will kill fire ele in 30 seconds (when FE takes as much if not longer than golem if you try to solo it).
Remember, remember, 15th of November
I would have liked the Shaman and his adds in the MAW to be stronger like Champions adds
It doesn’t. It just shows that the scaling works badly. Get the same player you think is not contributing, put them with golem in 1v1 situation, and they will likely kill that boss in 2 mins with no trouble. And the same group of people that needs 10 mins to kill the golem, will kill fire ele in 30 seconds (when FE takes as much if not longer than golem if you try to solo it).
You do realize that what you are implying isn’t making any sense ? Because what this means is basically that both players are doing the same amount of damage. When they aren’t.
You know how during Teqs burn phase, some groups can do enough damage to trigger the next one, while some groups struggle to even do more than 10% ? It’s similar : in the first case, everyone is bringing all they got. In the second case, the majority are holding the whole map back.
It doesn’t. It just shows that the scaling works badly. Get the same player you think is not contributing, put them with golem in 1v1 situation, and they will likely kill that boss in 2 mins with no trouble. And the same group of people that needs 10 mins to kill the golem, will kill fire ele in 30 seconds (when FE takes as much if not longer than golem if you try to solo it).
You do realize that what you are implying isn’t making any sense ? Because what this means is basically that both players are doing the same amount of damage. When they aren’t.
No, i don’t imply that they are doing the same damage (they aren’t, of course). I am telling you, that the fact that golem takes 8-10 mins with a big zerg is not a proof that people are slacking. For that you’d need to have a time comparison with a “properly” dpsing group of equal size. Which you don’t have.
The comparison you had made was to soloing it in 2 minutes. And that is proof to only one thing – that scaling is broken on that boss.
Remember, remember, 15th of November
They are slacking…It’s pretty obvious : if most of them aren’t doing their maximal damage then of course it’s going to be slower.
With an optimized group of the same size what we would get is how fast it can be done. But we don’t need that to identify that players are slacking during Mark II : they are hitting from a far away safe spot. For some classes, it doesn’t mean a big loss of DPS, for others (the extreme case being a staff necro) it means slacking because they lack the will to learn an easy encounter.
Oh and we also managed to get 10 guildies there. It also took us around 2 minutes.
The only world boss that had any semblance of difficulty (before the Teq remake and wurm release) was the Fire Elemental at launch.
Everything else was always a Press 1 to win. Nothing changed.
I disagree. It’s completely changed. I tended to avoid the world boss trains since my poor laptop would choke on the graphics. Maw, Fire Shaman, and Ulgoth were quite challenging with few players.
I killed the Fire Shaman a couple times with just two of us. Lots of downs, clutch revives, dodging and pulling back to heal (leaving the other person to tank) as we figured out how to do it. This was probably the most gratifying fight when we finally completed it with two of us. I did eventually figure out a way to complete the Fire Shaman chain solo (with a lot of luck, but still cheesy since I had to abuse the NPC’s protective bubble) just before they changed everything.
The best I did at Maw solo was getting the Svanir Shaman down to about 30% before the 15 minute timer expired. But as with the Fire Shaman, two skilled players could complete it supporting each other. Both shaman fights were a lot of fun with a small group.
Ulgoth was the hardest of the trio with a small group. I’d say 5 people minimum (closest failed attempt was 3 of us who got him to about 10% before the 15 min timer), about 8-10 for a guaranteed kill. He tosses fireballs which exceed 1500 range so even a traited ranger will still be hit by them. He spams them constantly so you’re going to eat a few no matter how good your dodging and juking skills. And the fire fields he’d set down combined with the winds knocking you around could easily wipe a small group even if your play is otherwise perfect. The fireballs cease to be a factor with huge groups because they’re single target. You may eat one during the entire fight, whereas in a small group you’re trying to avoid them a good fraction of the time.
With the megaservers, they’re all just spam 1 clickfests now.
That’s not meleeing. That’s scaling. It can be ranged to death in 2 minutes if you are alone, but a group of ~40-50 people will be meleeing it for 8-10. If the scaling wasn’t capped somehow, than the whole 120+ players zerg would likely have been unable to dps it in time regardless of the strategy used.
Of course it’s scaling. And it’s showing that a lot of players are barely contributing.
You don’t need hard math to figure it out : if 3/4 are hitting with what is probably their weakest attack and hitting only 1 hit box, of course the boss will live longer.
And they don’t want to learn how to move out of a lightning field that has an easy to see tell.I think melee is part it but not in the way that has been mentioned.
It is completely scaling, not melee. I’ve taken down the Mk. II Golem solo in about 2 minutes from range. It’s just one of those bosses where once you hit a magic number of players, the scaling takes him from a 2-4 minute kill to a 8-10 minute kill.
With melee attacks you can just swing your weapon and as long as you are in range it will hit.
With range it gets a bit … “iffy”. With projectile attacks you can mostly do the same as melee. Stand near the base and use your skills, I do this when I use my staff ele. With the other ranged skills you need a target selected and that is where the problem comes in. Some people are probably only attacking when the base part of the golem is targettable because they don’t see the targets on the arms. Trying to find the targets on the arms can be difficult when your view is obscured even if you already know they exist. Then you have necros trying to use a staff …
The Golem is about the easiest world boss to attack from range. Yes the target switches from the center of his body to his arms, but you just hit tab when it happens to acquire the new target. If yo pick up a mob instead of the boss, just hit next target until you get the boss. (The body can still be hit even if you don’t have a target, but the arms always gave me out of range errors.)
(Incidentally, Shatterer’s scaling was fixed the patch before the megaservers. Before, the only time I’d managed to kill him with 6-10 people was prior to the 15 minute timer – it took us over 30 minutes because his heal would undo most of the damage we did. But a couple times just before the megaserver patch, 5 and 8 of us managed to take him down in about 12 minutes. A lot of good play on everyone’s part breaking each other out of crystals and reviving the downed before the trash mobs could finish people off.)
That’s not meleeing. That’s scaling. It can be ranged to death in 2 minutes if you are alone, but a group of ~40-50 people will be meleeing it for 8-10. If the scaling wasn’t capped somehow, than the whole 120+ players zerg would likely have been unable to dps it in time regardless of the strategy used.
Of course it’s scaling. And it’s showing that a lot of players are barely contributing.
You don’t need hard math to figure it out : if 3/4 are hitting with what is probably their weakest attack and hitting only 1 hit box, of course the boss will live longer.
And they don’t want to learn how to move out of a lightning field that has an easy to see tell.I think melee is part it but not in the way that has been mentioned.
It is completely scaling, not melee. I’ve taken down the Mk. II Golem solo in about 2 minutes from range. It’s just one of those bosses where once you hit a magic number of players, the scaling takes him from a 2-4 minute kill to a 8-10 minute kill.
With melee attacks you can just swing your weapon and as long as you are in range it will hit.
With range it gets a bit … “iffy”. With projectile attacks you can mostly do the same as melee. Stand near the base and use your skills, I do this when I use my staff ele. With the other ranged skills you need a target selected and that is where the problem comes in. Some people are probably only attacking when the base part of the golem is targettable because they don’t see the targets on the arms. Trying to find the targets on the arms can be difficult when your view is obscured even if you already know they exist. Then you have necros trying to use a staff …
The Golem is about the easiest world boss to attack from range. Yes the target switches from the center of his body to his arms, but you just hit tab when it happens to acquire the new target. If yo pick up a mob instead of the boss, just hit next target until you get the boss. (The body can still be hit even if you don’t have a target, but the arms always gave me out of range errors.)
I am aware of all those things but the point is that many people might not be.
I find it better to call target on the left arm to be able to get back to it. Tab targetting mostly just annoys me. I should probably rebind it to do something else.
Ulgoth should do an AoE KD skill, regularly, that affects everyone inside of 600 range. Maw, give the Svanir a knockback skill that’ll toss the people meleeing into the pit behind him.
Yes let’s make another boss that completely disallows using a melee weapon, because we don’t have enough of those already…