Party Quests Mu Lung Dojo - Addressing Lack of Drops from Papulatus's Summoned Mobs

Discussion in 'Accepted' started by Tolu, Apr 4, 2021.

  1. Tolu
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    Hiya! I apologize in advance for writing so much (I tend to ramble). I've put it in a spoiler box and there's a TLDR if you'd rather skip ahead XD

    I actually wasn't sure whether to post about this in the bug report forum or here since I don't know whether it's a bug or not and also think it might be possible to work around this if it's a bug that can't be fixed or an impossible to implement straightforward change.

    In Mu Lung Dojo, as we all know, the only way to replenish HP & MP without a Bishop in the party and without self sustaining skills in your job's arsenal is through potions dropped by various mobs spawned by the bosses in each floor.

    The 1/1 fix from a few patches ago has obviously impacted Dojo the most given the inability to use regular potions. This is relevant for Manon, Griffey, Papulatus and the panda boss on the final floor.

    I don't think Dojo should be exempted from having 1/1 attacks function properly (if such a thing is even possible to implement in the first place). It incentivizes a slightly more strategic approach, makes full runs less trivial and isn't necessarily an immediate run killer simply due to existing if parties get extra unlucky with potion drops.

    It does, however, present a pretty big issue when fighting Papulatus. The small floating bombs summoned by Papulatus can die either by self-detonating on a nearby player or by being killed before they get the chance to explode on their own. They will never drop anything at all if they die by blowing up on their own accord, which presents a problem if there are any melee attackers in the party because, upon being summoned next to Papulatus and the ones attacking him from up close, they self destruct immediately due to being in the immediate vicinity of the physical attackers.

    What this basically entails at the moment is asking your shadowers, warriors and buccaneers to hang back until the two waves of mobs have been spawned. A lot of parties are unaware of this in the first place as well (I for one became aware after having gotten the black belt on two characters).

    This is now an even bigger issue given the recent avoidability nerf of thieves in Update #71. Before this, in the large majority of my Dojo runs, it was the critical role of night lords and shadowers to keep Papulatus pinned to one side of the map so that it didn't come close enough to wreck the party's Bishop with a 1/1 attack after everyone else in the party has had their MP reduced to 1 and retreated over to the Bishop to sit on a chair to recover their MP. More often than not, thieves have consistently avoidded getting hit by the attack and therefore would have MP to keep Papulatus away from the rest of the party.

    The range of Papulatus's 1/1 attack goes further than that of Manon of Griffey, who archers and corsairs can attack without getting in range of, for example. Panda's 1/1 attack works differently but is definitely possibly to avoid. The recent nerf to avoidability makes this issue with the drops all the more glaring because, with no potions at all and with no one in the party that has high chances of dodging, this floor will either end the run or force the party to use too many Bamboo Rains, making the final floor very difficult.

    I was actually encouraged by Incentv and Becca to make this thread during the in-game feedback discussion that was held earlier today. The discussion wasn't to talk about Dojo in particular but it came up and, as mentioned, the recent update has turned this from an annoying but mostly manageable problem (since parties without at least one NL or shadower are super rare) to a far bigger one.

    If ensuring the bombs summoned by Papulatus are still able to drop things even when self destructing isn't possible for whatever reason, could this be addressed by potentially preventing the mobs from self destructing in the first place, for example? They don't deal a whole lot of damage in the first place and Papulatus is constantly attacking either way so it sounds like a decent workaround. That being said, there might be more ways to go about this :)

    Regardless of the recent changes to thieves in the last update, I believe this is something that should be addressed one way or another. I don't believe this was intentional at all and aside from being an even frustrating run ender at times, the very idea that all melee attackers need to fall back by default just isn't good game design (again, not saying it's intentional).

    I would love to hear what others think about this (in particular, if you have suggestions of how to solve this issue). I'd also like to hear from staff if this is even something that's possible to change at all.

    TLDR - In Mu Lung Dojo, Papulatus's mobs will never drop items when self destructing due to the presence of nearby melee attackers, which presents an issue given Papulatus's 1/1 attack and forces melee attackers to withdraw until the mobs have been summoned or risk the run. This is an even bigger issue given the recent avoidability nerf of thieves who can no longer reliably keep Papulatus pinned. I believe they should be made to be able to drop things even when self destructing or, if such a change is impossible, that another solution is in order. Feel free to share more on the matter ^^

    Also I apologize if this should be a bug report instead x-x
     
    Last edited: Apr 4, 2021
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  2. GunzGaming
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    I like it as part of the strategy of defeating papulatus. I told melee to back off until they spawned, once pots dropped they could attack. Also, building combo at certain times for different classes must be prioritized. I would tell melee focus leviathan to build combo, while ranged sat. so when papulatus came, ranged would hit until pots dropped. it's a strategy and can easily be worked around with communication. a lot of parts of this game are pretty brain dead, but dojo is fun and requires some skill and teaching new players strategy. Not many things like that in old school MS.

    Update: I just gave your initial post a read as well. Shads should always bstep the 1/1 bosses to maintain iframe and be a "ranged" attacker. Corsairs should stay OUT of ship and rely on rapid fire, then recoil shot to avoid 1/1 range when the animation happens. Warrior should tank bodies to avoid magic attacks and know when to dish dps or move away for heals. These are all mechanics that are MUCH different from normal bossing mechanics. I love it. Makes people think on their toes and adapt. If you don't, you get punished. Especially when you see BM using hurricane on panda. Lol. Rip nub git gud.

    In all seriousness. Taking a minute to teach people how to kill panda effectively, makes to a faster run If you Bamboo rain papulatus and just just kill panda with brute force. His animations are very easy to read, and slower than papu
     
    Last edited: Apr 5, 2021
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  3. Zancks
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