Showing Posts For Cocofang.8731:
Currently there are a few problems with CC in this game:
1. Weird interaction between multiple disables
There seemingly is a bug where shorter and newer CC’s override older and longer ones. Whenever I tripwire a foe and than pistolwhip it, the 0,25 second stun of pistol whip overrides the knockdown from Tripwire. You could reference DotA-easque games, where disables also don’t stack in duration (and they shouldn’t). Usually all those are separate instances. That means using two stuns on a target is quite worthless, since the second will start to run out while the current one is active. What doesn’t happen is that the newer stun completely overrides the old stun.
2. CC against Bosses is annoying as hell.
CC against bosses is annoying as hell and I would love to see a smarter solution:
How about you include a charge based system? Every disable used against a boss gives it a charge. Once a certain number of charges (which dynamically scales) is reached he goes into BKB (:D) / stun immunity. I guess this would be alot less annoying then the current system where you can never be too sure when you are allowed to stun and can’t really interrupt at all (especially with players you don’t know)
I dungeons this could even be better. You don’t need it to scale dynamically. You could also include various other mechanics for those. Adds going into frenzy if their boss gets stunned too much ( meaning that you’ll probably need to cc those ads), or perhaps use the normal CC immunity on charges, but couple it with a power increase for the boss, meaning that dungeon groups need to be careful, regarding stun useage. Or just a dungeon boss with access to various stun breakers.
Obviously you can still include foes which are basically immume to CC (or at elast certain types of CC) As that one monster boss might be so dumb that hits to the head don’t hurt him, or this tree boss can’t get knocked down since he’s rooted firmly to the ground. Additionally you could allow bosses with multiple target zones, to only be CC able within certain zones (as in Stun only work if you hit the head with it, knockdown needs to be used on both legs within a 2 second interval to have any effect, tings like this)
How I imagine it:
Shorten the Cannon Part to roughly 2-3 minutes. (5-6 minutes if they make us aim in some way)
Then Zaithan is nearly gone for good. In a desperate attempt he wipes the whole line of cannons on that side of the ship and clings himself onto it with two claws. You could actually start a timer and make it seem like the ship is actually going down due to his weight (passing through the clouds, seeing the ground come closer). This timer should be easy to beat though, as in 6-7 minutes fight with a 10 minutes timer
You can now attack the claws, which have seperate HP each.
Once both claws are defeated he’ll drop down.
He has a varying number of attacks:
-Claw Swipe (only uses this while both claws are still intact ; if the holding claw gets destroyed while he is claw swiping he could instantly die or he could just drop down and pull himself up with the intact claw disabling him for 5 second)
-Doing things with those little heads of him. Could include small spit attacks, small swipe attacks or even a grab that will pull a player off the ship (which takes some time and other players could free him by killing the head grabbing him)
- A big Spit attack (perhaps even creating some adds)
- Some breath, etc.
On a general note I am slightly disappointed on how static bosses in general are. Obviously for something of the size of Zaithan there is not much choice. But at least make there damage zones move with their animations. Ever hit a leg of a huge boss and wondered why you do no damage? Well because his leg moved, but the damage zone didn’t, which means you actually need to attack a space of air.
On medium sized bosses, I would consult otehr movement and stamina based Games (like monster Hunter, since they even manage to do it with giant bosses, even though that would be mostly unfitting for huge MMo bosses ; The ability to stand on moving objects might also be usefull for future jumping puzzles and boss fights ; Example video: http://www.youtube.com/watch?v=Gvv7HWw3wUo)
The Stats in this Game are kind off weird anyway. Critical damage is meh too,a s you need power (and in most cases precision to make use of it, and it synergizes with nothing else.
I actually think non-self heals are kind of fine currently scaling wise. (overall, solo abilties might still be off)
Tick based healing from abilities (regeneration, Signet of Malice Passive, Ele Signet Passive) seems quite okay too. Signet of Malice goes from 100 to roughly 150 in 950 healing power, which is quite okay considering how often it triggers if you use something like unload)
Tick based healing from Items seems meh. Dolyak Runes heal a low static amount, Lifesteal on crit is miniscule, while lifeleech on weapon swap and Vampire Runes don’t scale at all.
But the self heals are quite bad.Especially considering this is the place were you could actually use the stat without trying to be a dedicated healer. As an interruptable survival tool. Some self heals don’t even use it at all ( Signet of Malice active doesn’t scale o.O)
Active Self heals could actually gain healing of slightly less 2 per point in healing power. (that means you would need to use a self heal 5 times to reach the strength of Vitality and would still be interruptable, lowerable through poison, etc.) You could also create
percentage based heals (heals 40% of your health, increases by 0,01% per healing power, for 60% at 2000 HP)
Selfheals with varying Healing (Adrenal Surge) should probably also have varied amounts of benefits form healing power.
Perhaps heals (that aren’t self heals, since it would be way to annoying) should also be able to crit. makes them more potent (if too potent nerf it) and would give another use to silly critical damage.
After trying to submit a large suggestion on how to make crafting really special and more rewarding due to post size limits, I’ve wanted to suggest a few minor things first while waiting on the new and improved suggestion system.
Did you ever notice that, standing directly in a environmental fire or the lave geysers created during certain destroyer events doesn’t harm you? Ever noticed that the current of the river you stand in does nothing to you? Ever noticed that moving platforms are impossible to jump onto?
Those are minor things that hurt the immersion. Obviously the fire one is easy to fix but needs to be done at many places (e.g. the pipes after the bandits detonated them burn too). This kind of stuff helps with immersion and in case of moving platforms it also opens up possibilities.
During jumping puzzles within an expansion it might be handy to be capable of standing on moving things.
Imagine the application:
Do you remember the rotating floating rocks near Morgan’s spiral (Sylvari starting zone). If you would stand on those you would slowly move with the rotation and need to move to stay in the middle of those. Imagine this being a direct part of a jumping puzzle (or perhaps even a fight
)
Many amazing things could be done with a slightly more dynamic interaction between player and environment.
You could also go further: Standing on Giant size enemies (google Jehn Mohran to see something like that in action). To be honest, giant bosses could use a bit more dynamic too, but thats another idea.