Feedback Thread: Two New Bosses

Discussion in 'Closed' started by Joong, Dec 17, 2020.

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  1. LichWiz
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    LichWiz Well-Known Member

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    In terms of the function of each boss, i think it would be cool for one to be a short boss that is meant to be either soloed or duoed (similar to pap), and the other be a bigger challenge that require a full party (like zak).
    Considering that this content would be for lvls 100 to 130, its probably gonna be a content for both unwashed characters (lvl 110+), and to characters that have bad gear and base int, but still want to play with their character a bit.
    If that's the case, then i think these two groups would value hp very highly.
    Possible interesting rewards can be:
    200 hp 5 slot earrings (untradeable)
    300 hp 3 slot earrings (untradeable)
    400 hp 0 slot earrings (untradeable)
    These earrings give players with low hp the choice to give up on the stats given from an earring for the sake of survivability, or force them to scroll their own earring (the 200hp 5 slot earring) instead of buying one off the market.

    I also always felt that the shoes slot is underwhelming for most classes, before you can afford an FS, a shoe like this might be nice:
    +5 all stat shoe (4-6 stats), +5 speed and jump, 5 slots, untradeable. Dropped from the boss itself (so can be godly).
    Leaving it as untradeable will prevent it from being a simple washing tool, and getting a good godly one can serve a player for a long time until FS enters the build.

    Add to the drop pool some useful scrolls in the raid boss as well so that a run would have a monetary value (no cs/ws, stuff like good 10%/30%/60%/70% scrolls)
    And why not, to further decrease the use of summon farming, have the boss drop heartstoppers as well (that could basically internally fund the runs with pots fpr the next boss run)

    In terms of gameplay, as many suggested above, aim for content that multi target classes can shine in, and ideally set up the boss and the map itself to be unideal for muling.
     
  2. whitemagejames
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    whitemagejames Well-Known Member

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    I think new bosses should be designed to reward party variety. Perhaps there could be advantageous attacking platforms that require mobility skills like haste or teleport to access. Many skills in 3rd job that are neglected in current boss runs do multi-target damage or inflict status conditions on mobs (freeze, poison, stun, knockback, seal, aggro, burning). Maybe these new bosses could summon high-HP, high-attacking mobs that are affected by these status conditions (not trash fodder) that would demand party cooperation to deal with, in addition to the boss itself. This way, pretty much all classes will have something to bring to the table -- mages with freeze/poison, party skills like HB/haste, pirates with stun/knockback, archers with aggro/puppet, etc. You see some of this in shao / cwk / ergoth and it makes for a more engaging run than hp sponges like krex.

    Personally I do not find boss dispel or total cancel (like when pap closes up) to be very interesting boss mechanics since they just feel like wasted time and would not want them in new bosses. I think boss magic damage should be scaled so that a low-HP ranged character can tank 1-2 hits, and touch damage can be an 1hKO to a ranged depending on HB in the party. Boss avoid shouldn't be high enough to prevent any warriors from participating. All status effects are fair game since parties should be bringing dispel anyway.

    To further encourage party variety, these bosses could be implemented as twice-daily party quests, so that a party of 4 characters instead of 3 won't reduce one's share of the exp. I mean, the boss and any mobs it summons can give EXP too, but my concern is these new bosses just being abused and corrupted into another avenue to s>leech or self-leech by multiclienting, like what happened with cpq1. Nobody sells pirate PQ leech and any players that want to join a PPQ can, because the EXP in a 4-man pt vs. 6-man pt is essentially identical. Hopefully the boss will be designed to necessitate multiple active attacking players to prevent this from happening. The experience gained should be substantial for players in the 100-115's and I would hope people who find themselves pirate pqing together end up on each others' buddy lists or in the same guild to run these bosses together after they outgrow herb town. A reward could be given after a certain number of completions.
     
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  3. Xem0boyx
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    Xem0boyx Well-Known Member

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    If the items drop are best in slot equips, make it have a 1 hit ko skill regardless of how much hp one has, even with achilles/magic guard, however u can nake it avoidable but not easy mechanics wise, if not its just gonna be a hold down button boss
     
  4. Herres
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    Sounds really exciting tbh ~f2
    I'll be focusing soley on gameplay (I'll leave rewards and such for the devs to figure out).
    In my view, an ideal gameplay would be where melee and range classes play equally an important role in the boss run.
    A few ideas:
    • Bosses should be mobile (or at the very least some of their phases) - Incentive to bring melee classes for pinning and tanking.
    • Ability to summon mini bosses - Just like shao boss does. This would also motivate parties to include melees since they can split the mini bosses from the main boss thus helping the "single target" classes to hit the main boss.
    • Seduce - if seduce is implemented, try making it affect 'X' amount of the closest players - since usually melees are the closest they will be the ones to be seduced first, range classes wouldn't be affected as long as the X amount is met.
    • Specific platforms for bowmen - Bowmen have the highest hitting distance range of all classes (greater than corsairs and NL). Placing specific platforms from which they can shoot from and not be affected by some of the boss' mechanics would give them a slight advantage and motivate parties to include them in boss runs (and not just as SE mules).

    These are all the ideas I could think of at the moment :)
     
    Last edited: Dec 25, 2020
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