- The change in essences, how big of an attack would that be? One shot? If they’re being thrown in is it just going to be a timer then? Will walls/wardens get rid of the projectile essences? I don’t know just sounds a little wonky.
I just didn’t like the current essence mechanic which more or less were an artificial HP buff to Alpha since you rarely actually kill the essence even with proper dps parties. The attack I had in mind would be a ~350 radius stomp (or leap, if players are ranging) that would stun or knock down everyone within that radius for like 3 to 4 seconds unless avoided with stability/block/dodge. Being stunned for that long probably will result in you eating at least one ice aoe or a dragon tooth, giving people an incentive to actually deal with the mechanic.
The attack from Alpha doesn’t have to be a stomp/leap as that may be difficult to code since there are 5 players and leap is single player targeted. The skill can behave like the necro axe 3, Unholy Feast, which is aoe “chomp” but instead of the chomp have alpha drop an ice comet on people’s heads to stun them.
Also, the reason for the tendrils actually throwing the crawling essence at alpha was to give those tendrils an actual use as well as giving control players something to do. Currently the tendrils are ignored because they only hurt zerks (small pbAoE dmg when they hit a glass cannon) and even then they don’t pose a thread because zerks stack up and tendrils are usually summoned not close enough to actually reach the players and those that do are melted with cleave. People will have few new options – go kill the tendrils (which are summoned once per 60 sec or so), kill the crawling essence (2 or 3 hits to kill), or simply give control chars an actual purpose where they can block/reflect the projectiles thrown at Alpha. If there is nobody to reflect/block then the stun/knockdown can be avoid with stability/aegis. I really hate it that current Alpha is more or less a dumb DPS race with occasional properly timed dodge and nothing else. I’m all in for giving support/control players something useful to do without making the encounter mechanics too annoying on the phiw’s.
- Then kinda a question/request, the p1/p3 stomp seems to be a pretty subtle and hard to see animation, any tips frifox? if not could we have that taken a look at, just seems a pretty hard hit in melee range for such a hard to avoid attack. It’s probably timing wise not much different than Lupi, but Lupi is giant and I can clearly see his tell over all the effects, not so with the shorter Alpha.
Ahh, is it not the same as some of his other moves though? Doesn’t he do that for Dragons tooth one which is delayed in p1. Then in P3 you have the other attacks which are often followed by the attack in question. I think i was mistaking the fist into the ground for a stomp, I’ll have to watch for the fist in the future. TBH I’ve just recently been trying to master that guy, typically we just burn through him so quickly we survive, but I’m no longer ok with just finding ways to survive, I want to perfect it
it’s the one that shoots a series of red circles out that instantly hurt and grow in size as they get further away from him.
The attack you’re describing is the Teeth of Mordremoth. The attack has very little time between the animation and it actually dealing damage when you are in melee, at range the delay is like 1s or 1.5s before you are hit. Dodging the teeth from animation tells is definitely doable but requires good reaction time and you actually paying attention to the boss. If you want to practice, pick p1, grab a ranged weapon, and go in solo. Start at 1,200 and move up closer once you can dodge the teeth reliably. Eventually you’ll get to a point where you can react to the tell in melee and avoid the dmg altogether. Personally, I just rely on knowing the pattern to alpha’s attacks and dodging in advance or, when I’m too lazy to remember the pattern just dodging as soon as I see him twerk his left arm. If you want, you can see this vid of me doing alpha in melee, it may help you see the attack animation better:


