echoing from this thread, I would like to gather more feedback on auf. Some interesting points to spark the discussion: 80% > 50% > 30% with the summon mechanic. 40% > 0% is where player have to be aware of the “new” mechanic perhaps random seduce at the 40% threshold increase Auf’s HP by 50% and reduce 25% HP in royal guard & core blaze map layout changes (?) how to make melee (not just bucc) more viable in auf? without the need to bring 3 bishops for holy shield
I would support un-nerfing rush. It would make auf easier, yes, but it would also open this boss up to a range of other classes that are not currently viable. Archers cannot hit this boss from mid-air and thus require a melee character to pin. Heroes are generally never seen as they cannot kb this boss. Why are buccs immune to stun in auf?
Will re post my idea here then Edit.-Now that i think off, is there any way to lock skills based on lvl? Because Rn pallys are good in auf, shads are ok for solos I Guess(not too helpfull in trio-quads), but drks and heros are near to useless, so letting rush free, will just create a meta of rush mules, but if you lock it to be used only at lvl 175+, that makes actual drks heros usable(pallys may become the new bucc witht this). If not possible , I dont know if theres some way to make KB more impactfull. Lemme elaborate. Ive heard that heros and shads do not KB, ive runned with both of those jobs and THEY DO KB, thing is the KB effect is so little(Look closely, auf really does a tini tiny lame ass step back) and she moves really fast foward, so the kb effect is almost unnoticeable(not to count theres actually sometimes when she gets over 75k hits that do not KB her at all) so if theres some way to make the KB effect(the step back) bigger in terms of distance, its a buff for all melees(except for Drks) and even strong sairs will be better than nls , if they are skillfull enough
This one sounds reasonable. Also Shift the Main Exp with it to the real Boss. Please don’t do this. It’s gonna make all this HP washing even worse and less welcoming to new Players.
I personally like this suggestion the most. also, what do yall think about shifting the hp from the initial "fake" auf to the main auf? the "fake" auf is literally a moving krex and does nothing another suggestion I have is to make auf summon a few Mavericks here and there The player still can use bishop to mob control but it will require more attention now or the mule will get yeeet
What if we add a white scroll fragment C into Auf as well. I feel that Auf going alittle more aggressive might be a better idea, stunning and moving and slashing left and right. - Phase 1 , 100% > 41% same mechanics. Dispel Seduce Right Slash skill + stun Genesis + fly upwards Phase 1 auf mechanics where it get dangerous is when you’re attacking the mini auf and there is DR, accidentally getting genesis-ed or touched while she fly upwards might easily kill you. Especially when you’re against the 3rd spawn where zombify will make your petpot heal 50% instead of 100%. - Phase 2 , 40% > 0% Dispel Seduce Left/Right Slash alot more frequently Phase 2 auf mechanics will be targeted for players to utilize flying & kiting instead of just pinning her at the corner. Going near her to get the first and second slash to avoid stun for melees, or stay out of 3rd slash hit. meaning to say players will actually be kiting her a lot more during this phase. Stay flying above her only to come down when there is holy shield would imo be a pretty good addition for range attackers to maintain DPS.. It doesn't suit Auf design too much imo. The theme is a little too off.
As I did only four runs so far the fake auf acted like a little tutorial for me and the other inexperienced runners which was good imo you could give her all skills/attacks and mechanics like real auf but keep her low dmg so there is room for experimentation and explaining to first timers - basically improve that tutorial character leave the summons to royal guard and core blaze, they are annoying enough I‘ll try to run auf more to be able to give more feedback
Would monster magnet working be helpful? Like if over lvl 21 it worked on all non-stationary mobs/bosses?
Random thoughts -more aggressive from AuF 100-0% -mini AuF with DR and zombify mechanics - three types of seduces at random: sed left| sed jump| sed right -DR in Auf below 40%? (A little crazy) -increase touch damage and incorporate kiting mechanics while allowing rush (even with rush, the stun/sed is a lot more frequent when you are close to her so rush is not dominant) -map layout (no safe spot?) -unpopular probably These are some random thoughts that came to mind
Seriously though if you didn't have snatch, or max guardian (block-push, which not many people max anyway), and magnet was an option, would you use it? It has decent enough vert to catch from the corner plat I'm sure Of course other limiters to magnet are on the table, less proc chance, less proc chance on bosses. It's reverse rush so it has danger pulling bosses directly at you. It could also be further amended to be less exploitable if needed (only works if same level as boss, 21/max magnet etc). Not many other serious mobile bosses that don't already just get pinned normally anyway Would revive a dead/wonky skill, too
Basically get a drk / warrior buddy to spam rush auf to the left side. keep it in the “pushed back” animation so it uses slightly lesser skills Keeps the boss left so range attackers are safe Warriors don’t need to apple You can even park mules at the right side! Pretty sick stuff