Just some general feedback about the bosses in this last season.
The Good:
Moving away from the DPS-and-dodge design that has dominated the PvE scene is a nice change of pace. Not that the old design was that bad when done well (see: Lupi), but having more active, mobile encounters is fun too. In this last episode, I found these elements of the encounter to be particularly nice additions:
- A wide variety of AoE attacks kept mobility important (sorry necros). The various attacks from the dragon, the bomb-blossoms, and the earthquakes meant you had to pay attention to everything around you.
- Having to tank a hit or two while channeling to light the walls encouraged non-zerk builds.
- DPS wasn’t really necessary for the actual fighting, which synergized well with the above point.
- Alternating between modes to advance the fight was wonderful: Collect light, channel flame, protect flame, fight boss.
I’ve noticed a lot of these elements in fights through the season, and think it’s a definitely a step in the right direction. I’d like to see a nice mix of these more active encounters combined with Lupis in future dungeons — that would make my day.
The Bad:
Too easy: no reset on wipe, OP rezzing by NPCs, actual fight went waaay too fast. Ofc, this is LS so the bar is necessarily lower than it would be in a dungeon, but I’d love to see a more challenging version of these fights in future instances.
The Ugly:
This is my biggest complaint, and the reason I’ll never enjoy these encounters as much as I’d like to: Accessibility.
Yes, the encounters are replayable. We can absolutely play them as many times as we’d like, and even party up to do it. But doing so requires spending an hour or more hopping around the map and clicking through dialogs to advance the story to get at the “interesting” bits. This has prevented me from playing any of these LS encounters more than once or twice.
I work; my playtime is limited. I don’t want to spend an hour speed clicking through dialogs, hopping around the map, and repeating puzzles just to do a 10 minute encounter. It’s not worth it, and poses a significant barrier to replaying (and thus fully enjoying) the content.
So my suggestions:
- Add subchapters to the story journal. Let us jump right into an encounter we want to play. This will make the replayability of these lovely encounters so much more enjoyable.
- Add a hard mode. I understand the current design is to add challenge through the story achievements. But a lot of those are just tedious OCD goals, and once you’ve done them, the challenge is gone. My suggestions for increasing the difficulty without much work on your end: (a) Reset the fight on wipe, (b) don’t provide resbot NPCs, and (.c) increase the damage and health of the boss a bit so it would take 3 or so rounds to finish. This last point would be especially interesting for parties in the last episode, as some players would need to be tanky for lighting walls, while others would need DPS for burning down the boss. Sounds fun to me
- A daily gold reward (something like 35s seems appropriate for a single encounter) would encourage people to add a few of these instances to a daily rotation.
In short, keep up the good work — the PvE encounters are improving, but need more challenge, reward, and accessibility.
Thanks for reading :-)
(edited by dlonie.6547)