Bossing Auf FIX

Discussion in 'Closed' started by Icato, Jul 4, 2023.

  1. Icato
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    Icato Well-Known Member

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    First of all I use to do duo/trio auf but I`m about to say my solo experience cuz my duo died so i had to solo auf from 100% hp
    upload_2023-7-4_10-57-10.png
    I needed solo other time also (if im not wrong auf was around 80%) and it was lot better didnt get so many dispels.. but this run
    I've never been dispeled so many times in my entire life, i used more time rebuffing than atacking...

    got around 5-8 DP IN A ROW... and everytime she sed, when sed is over she dispel again

    My run was basically: Buff>DP>buff>DP>Buff>DP>Buff>SED>DP>BUFF>TRY ATACK>ALL AGAIN

    My suggestion is: lower the % Dispel

    Why i think would be fair drop the dispel rate? : She already have nice dmg, stun. sed. dispel, but sed that much time is ridiculous tbh and waste half of my apple only rebuffing is also terrible run


    Also talking about dispel just quick talk about Dunas V2 (not saying much about it cuz there is thread already abou Neo Tokyo)


    My suggestion is drop dispel rate also (BECAUSE DP EACH 20SEC IS INHUMAN)
    or make the right side plataform longer so warrior could atack from there (would be similar as V1)
     
    Last edited: Jul 4, 2023
  2. TopKEK
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    TopKEK Well-Known Member

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    As a mentally ill person who is putting himself through an auf solo WITHOUT duo attacking almost EVERY day I can confirm, auf dispel feels weird af even as NL I can get DP up to 4 times in a row, however there are runs where I don’t get dispelled as much, it feels very random tbh..To explain better, each run I start with 12 sets of mtk on auf main body, one run I had them run out at like 15% and another I had 4 full more sets left after she died with the same gear and everything…Very weird

    What I can recommend is giving maybe core blaze card a buff that prevents dispel like the royal guard card prevents darkness (comfy af in core btw), currently it gives 100% silver coin drop rate buff but let’s be real, no one is going to farm this and abort an auf run, it can be a nice useful addition, parties will have to select who gets it and it will be easier on those who solo without it getting too OP or changing the dispel times

    Another note, dispels are WAY more common during solos but not nearly as much in duos/trios, making solos more challenging
     
  3. Sylafia
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    I feel like it's got to be something similar to VL and rocks - if she targets a player out of range she starts spamming dispel. Frequency seems to go up right after a seduce too, although that's pretty anecdotal.
     
  4. autismax
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    autismax Well-Known Member

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    I think this change happened due to the changes done with the VL patch last year. I agree that the dispel spam is stupid and makes the boss kinda unplayable for non-thief classes. Attackers need to spend significant time on rebuffing and bishop's are required to have stupid amounts of washing to survive. The sed into dp ball spam x3-4 is so common that you need 11-12k hp on a bishop just to survive (first hit 2k ish with mg and then survive next one without mg). From my buddylist everyone stopped bringing a bishop to their runs if they couldn't survive this.

    I also think there is some client bug where secondary effects of attacks don't always apply (get hit but no dp/stun/w/e) which makes the current situation a bit more tolerable but relying on a bug isn't great.

    Another undocumented change was the Core Blaze stage summons permaslowing you (same patch ) if you kill it on the right side of the map. This makes the stage annoying on many classes, especially bucc since they can't mount to bypass the slow during transformation.

    As for a fix I think removing the dispel from the energy ball would be the best since a monster card based solution would only affect 1 character and the cards don't drop every time.
     
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  5. matty3694
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    matty3694 Well-Known Member

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    Well auf and most other bosses aren’t meant to be soloed.
     
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  6. Aqwrd
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  7. Cynn
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    Would it be possible to make Advanced Combo and Paladin Elemental charges non dispellable?

    I think reducing the dispels would make the boss way too afk like before, but preventing hero/pally from recasting one of their slowest buffs would be a huge QoL buff in general and especially in auf.

    Sorry drks, can’t think of anything for you. I’m against undispellable HB personally.

    Everyone would always tell me BM>MM in auf because of hamstring.

    After running auf for a decent amount of time, I feel like post auf adjustment (aka dispel kamehameha spam) MM’s blind might be better than hamstring. The NLs I run with commonly say:
    • They’ve never run with a MM
    • Damn blind is nice
     
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  8. nut
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    Isn't advanced combo already non-dispellable?

    As for Paladin's elemental charges, they have so many buffs:
    1. Booster
    2. Stance
    3. Power Guard (reduces physical damage)
    4. Elemental charge
    while still being responsible for casting total crash in the relevant bosses with its abysmal range. Playing my paladin to 200, where I got a significant amount of my exp from Auf expeditions, I think a more fitting proposal for paladin's elemental charge is to get rid of the animation delays and make them toggle skills with 1-2 second cooldowns. This just seems like a fitting change for the class as a whole, without regard to Auf Haven. I would not, however, make paladin's elemental charge immune to dispel. I think dispel immunity should be reserved for skills with long cooldowns or skills that need to be charged, e.g. echo, combo, concentrate, enrage, transformation. I also don't think adding dispel immunity to certain skills is a fix for this issue (also an issue in Dunas v2, except moreso just for melees.)

    I think a better approach is to look at the root of the problem, the boss. (Okay, ignoring the changes made to the server which cause mobs, especially those with magic attacks and such, to go ballistic.) In no other boss can you get dispelled back to back to back. in a matter of seconds. It's terrible!

    I propose instead that dispel be taken off the ball attack, and given to the Genesis attack instead, with some modification. The Genesis attack has frames for Auf's main body and the effect separately. I tried to create gifs, but I'm not that savvy so bear with me
    attack.gif
    effect.gif
    I propose that this skill be modified into an attack style like Zakums stunning pillars or Von Leons rock attack (attack type 3). So Auf Haven would do her animation, and there would be area warnings like ones we've seen before:
    ankh.png totem.png
    You can also think of Empress' genesis attack from later versions. In fact, it's probably possible to just grab the frames for that effect and tune the colors to use them here, to save on additional art/photoshopping.

    If you get hit by a beam of genesis, you get dispelled. This would span the entire map. With this variation, there is counter-play, where players need to move to a safe spot. It can also be made so that there are only so many safe spots, which may force players to move if they want to avoid dispel, or tank it and treat it as if it was an unavoidable ball attack prior to this change. This would also mean mules would probably get hit a lot more often.

    I think Auf is a disgustingly easy boss, which is to say, changes we make to it can't possibly make it sink any lower (in my opinion), and I haven't really explained the nuance behind a change like this (how deeply would this effect muling or bishops and the danger of sed in Auf). This is just an idea that popped in my head so I thought I'd share.

    Obligatory I am not an artist. Couldn't find the version of Empress where the genesis is an area attack so I just cropped a beam out of one of her animations. It is lacking a proper fade out, but I think that should be simple.
    beam_animation.gif
    Recolored to be something like
    image (2).png
    Maybe a bit brighter yellow/orange. Again, not an artist.
     
    Last edited: Jul 23, 2023
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  9. Icato
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    Icato Well-Known Member

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    Ye, I agree, but i'm not question about that, it's mostly about the sequences of dispels
    Isn't only in this solo run, but the duo/trio that i usually do also there is sequences of dispels and its super annoying...


    I really like this idea!!
     
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  10. MengQian
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    MengQian Donator

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    Hi this is MengQian

    As an frequent solo-er with both melee chars, I would suggest you to stick with auf before rebuffing.

    My main attacker shad , definitely not suffering alot from the dispels, however my bucc is, so I would always use the platform to TP my bucc to get hit from auf body asap , and usually I could rebuff myself without getting more DP.
    # Get hit by her body instead of her ball!

    Just my two cents and hopefully it works on you too…
     
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  11. Icato
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    Icato Well-Known Member

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    Heya, I'll try it on next time, i try dont touch much cuz when she sed sometimes the guardian can push her to the right with me, but I'll try it later also! thanks for the advice :)
     
  12. Rielle
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    Late to the party but I also agree that auf isn't supposed to be soloable and shouldn't be made easier to solo, per say. That being said, the strategy that Meng uses is what I use and it is pretty consistent. From my understanding, once you're outside of a certain range, auf (like any other mob) will tend to cycle through only her longer range attacks that can reach rather than walk up. The best strategy would be to get in melee range asap and buff like mengtioned.

    This might be fun on paper but will need alot more changes than to just her dispel. The melee platform is too small to maneuver around and rush/corkscrew would probably want to be enabled. Similar to zak, melee could likely just cheese it by tanking the body which is kind of lame imo. What I'm saying is we'd be looking at redesigning the auf fight (boss and likely boss map) entirely if we want to introduce dodging mechanics and make it challenging.
     
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  13. Sylafia
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    When I run trio auf, here's our party:
    - NL
    - Shad
    - Pally (me)
    - BS (me, in safe spot at top right so shouldn't get aggro)
    - SI (me, in top right again so shouldn't get aggro)
    - SE (not me, also mule in top right)

    My paladin gets dispelled around 20 times per run, and the auf fight I'd estimate lasts 30 minutes.

    When everyone abandoned me and I solo'd, I'm not exactly sure but I think the average time per dispel went up - I got dispelled less due to better control of auf (pinning her on top of me to constantly take touch damage instead of far left)

    As for rebuffing, if you stand on the top right platform you can safely rebuff and then use the teleports to get back to auf. Works most of the time.
     
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  14. nut
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    It is what it is. I don't entirely disagree with your points, but I don't necessarily agree with the conclusion either. Ultimately yea, I think the Auf Haven boss design is lackluster and in a perfect world, I'd want a redesign. However I think the proposed change would still be an improvement to the current design for the points I mentioned (full map attack, counter play, etc.) Also the cheese is slightly different here. While Zakum's area attack animations are pretty quick and his hitbox doesn't move, I'd imagine the beam attack to have a longer duration (and it's not always perfect), and Auf's hit box does move/is not as regular as Zakum's. So iframes may not always be up to shield you.

    I'm sure everyone has their strategy for addressing it such as tanking (which is still a counter play and involves walking into Auf most of the time, so I don't really think it's that cheesy in Auf) or going in the corner to rebuff (something I personally wouldn't do), however I still view Auf's dispel as no better than Dunas2's dispel spam (considering Auf's doesn't have a CD, but can be missed/not activated).

    I also think it's cheesy that someone can just park mules in the top of the map, or have a bishop with any amount of hp survive by more or less periodically jumping in a top corner, avoiding the dispel attack or boss all together, which is something this beam attack would address.

    I'm not necessarily saying that the current dispel attack should be rendered useless. With this change (which I think doesn't really require any big changes to the fight) it can be repurposed with a different debuff like stun (jk).

    Also, since it was mentioned, corkscrew blow/rush need to be reevaluated for Auf. It doesn't make sense that snatch works but those do not. Monster Magnet leaves some to be desired, from my experience.

    Anyway, that's my two cents on the matter. I feel strongly about it, but I don't really see any kind of change happening to the Auf fight in Royals.
     
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  15. Icato
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    Icato Well-Known Member

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    I agree that auf isn't supposed to be soloable, my point isn't to make easier to solo, even if i duo/trio i still getting a LOT of dispels..
    Also about touching the auf to not get dispelled, i did it in pt and i killed my duo doing it ( Because when auf SED and i turned to the right the Guardian pushed auf to the wall together and killed my duo e-e) so i usually try not to touch the auf while aufing to not kill any1 by mistake.

    So it's kinda hard for a paladin that uses shield to keep touching the auf without to know when getting sed if you gonna rush auf with you or not.
     
  16. Rielle
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    That sounds more like an issue with guardian itself which is being discussed.
     
  17. Icato
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    Icato Well-Known Member

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    I don't think that guardian is the problem of getting dispelled so many times, you can use touching to not get so many dispels for your strategy, but I still think this rate of dispels insane...
    I don't think is common getting so many dispels only because your strategy (to touch the boss works for you) I agree that Guardian need be discussed also, but as we know have been loooong time that skills has updated and take long af to fix any skills.

    And as i said: I dont think is ok that rate of dispels ( not even talking about the v2)
    But Auf as a boss that i enjoyed to play, I prefer do anything else than run this or v2 cuz is annoying to play! (or i get insane dispels or can kill someone of my pt if i use the strategy you use) So i do think that auf need fix
     
  18. Rielle
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    I do get your issues on the general rate of dispels and it is on our table for discussion.

    But speaking as a player, I'm saying the problem you're facing in particular seems to have an effective workaround/strategy. I can't really vouch or speak much from my own experience because I don't run on a 1h pally, but @fuzzything44 might have a consistent technique to it that should work for everyone.
    To reiterate, this isn't to say I believe auf is flawless because I'm also not a fan of her whole kit. Hope you don't take it as me invalidating your concerns. Ultimately it is nice that they are brought up so that we can discuss changes to the design.
     
  19. autismax
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    autismax Well-Known Member

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    And what are ranged chars supposed to do about the dispel spam and how do you get close to the boss during sed
     
  20. Rielle
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    You mean if it's a full ranged dps party?
     

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