Bossing Some relevant Neo Tokyo bossing feedback

Discussion in 'Accepted' started by Donn1e, Dec 26, 2020.

  1. CreamGoddess
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  2. Cooler
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    CD/cast telegraph for sed should be random, it shouldn't be something predictable like HT IMO, otherwise there's no challenge.
    Mavericks/other summons would be cushions against other attacks as well during seduce/stun, just saying.

    If sed left is considered it should probably be jump sed?
    Could necessitate a left field and right field Medic though lol

    Platforms dissapearing/reappearing would also make it a good challenge, let's not forget this is a 2D platformer, platform shenanigans should play a bit more of a role in harder content
     
  3. FR06
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    FR06 Well-Known Member

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    Seducing left and right makes both meleed and ranged more likely get touch damage, and it has nothing to do with your playing skill. It will encourage ppl to wash up to 16k+ or even 30k
     
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  4. Cooler
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    Yeah left sed is dark. If it's considered it should be tested as the jump sed, so you hopefully float into the top left corner
     
  5. MaiAh
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    at this point i think auf and the other NT boss is "lost cause" and should be lesson for next "endgame" content (E.g PinkBean) that should never be done with mules or less then 2 full partys

    meanwhile can improve general gamplay
    + job diversity need (make all valuable in their own way not just NL + mules)
    +% drop rate on HS if player is 200lvl
    generall boss drops nerf and +% drop rate as the player count in the map increases (players not mules)
    +maxHP pot drop(Chaos Elixir/Tonic of creation) at boss
    ...
     
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  6. CreamGoddess
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    how about +500 HP when you done all neo tokyo questline? just saying (づ。◕‿‿◕。)づ
     
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  7. CreamGoddess
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    Since this is the official thread about neo city, I would like to share my first experience about auf update 73.
    sed left don't look hard as I was thinking, this is only sed left so basically just pin auf on right side, wait the 90 seconds and GG.
    Now 1st fake auf can hit your mules that stay at floor-level (don't hurt too much, this is just to say), I'm not sure how melees feel about new spawn spot since they need deal with DR now.
    About Monster Magnet, I will let my friend @Relmy talk about it, if he want.
     
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  8. Relmy
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    Oh boy, i really look awful here. This was a test run LOL. Ok to give my opinion lemme start with a disclaimer, i Truly believe that ppl should make a difference between what they personally like/think to what are facts, one can always fail doing this.As an example i can take my own claims on this very same thread, my general idea of auf is that, it turned out to be an easy boss to do, but using a drk as main atacker it was actually really fun, I proposed a few ideas bcs i tought i needed to be changed, personally i loved it just as it was. Im not being contradictory, im just aware that "if something is hard for me, it doesnt mean its actually hard, if soemthing is easy for me, it doesnt mean everyone can do it no prob"

    That being said, i wasnt going to give opinions in that 1st run, since i wanted to try it a few more times, to make more accurate claims, nevertheless, i would say the following:

    -Mini auf spawned closer to the floor, with that little HP makes no difference for most classes, but it can really screw a run if the bishop(s) are not rdy, i dont see the reason why this changed. For me it kinda made things harder aswell since drks need several pot configurations to do this boss...so it didnt gave me time to prepare.

    -Monster Magnet, this is one of the changes along to making auf more tanky and try to use the mechanics to make it more challenging, that i consider a step on the right direction. It gives some relevance to a useless skill, its kind annoying not being able to use it on the air, but it might a matter to get used to it.

    -On my first run post patch after auf reached 20% it jsut casted SED left, wich felt...pretty easy tbh, last night it became random sed, and if im not wrong it wasnt at 90 secs, it seemed like in HT 2 timers for SED wich was.....a bit OP, but might be thing to get used to it too..

    -And the last thing, wich i really dont think is going to get any better no matter how much practice you have is... Auf clones....still cast DR. I rmeber when i read the patch notes, the 1st thing i said to my firends was "I hope they remebered to change DR with something else" And got pissed when i saw you didnt(sorry for my words on the video LOL^_^') Ok, lemme be honest ..this is bad. Position for clone summon was changed to enourage multitarget users.

    Shadowers: This can benefit them, but now, they have to be carefull with smoke, since a bad timed smoke is GG for them.
    Drks.- Clones on top of auf with DR. is directly a nerf for Drks, it is hard enough to manage different types of dmg, Auf by herself does 4k-15k-and 8k dmg on her own skills only adding a clone with no skills already make it harder to manage HP since it causes another different dmg, if on top of them you add DR. the only choice is to wait till someone else kill it.
    Heros.- They might be the big winners here, but the close only has 10m HP, so even if they can hit both, this is barely a buff for them alone.

    I could have a few ideas, but im not shure how good they are, what i think is clear, despite the intention was good, it wasnt a good move.
     
    Last edited: Jul 22, 2021
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  9. Tsue
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    Tsue Well-Known Member

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    I think that sed is a poor primary difficulty mechanic because of how differently it affects thieves and non thieves. Consider the case where 2 hits from auf during sed will kill a character. An NL with a 71% total dodge chance will only have an 8.4% chance to die during this, which leads to extremely disparate experiences with sed's effect on difficulty.

    I'd really like to see more 1/1s or dodgeable stuns + instakills (1/1s affect washed/unwashed equally, 30k attacks allow warriors to tank and still let nls have high chance to dodge, but the difference isn't as big as n^2). Pb soontm

    Or make all attacks hit during sed you cowards

    Note: 71% was pulled from here.
     
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  10. Geyforlife
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    Geyforlife Well-Known Member

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    I think this is a really big point. For thieves, being seduced into a bad position without preparation or will is hardly a problem, especially if you can survive 1 auf touch. Assuming auf does 3 touches during sed, with dodge chance being 71%, there is only a 20% chance of dying (or 8.4% if only 2 touches). I'm all for increasing difficulty of auf as planning around difficult bosses are what makes it fun (and in fact makes it more party friendly because you no longer can solo it), but I doubt the recent changes have done anything to help thieves feel that bit of challenge from auf.

    I think auf should receive an accuracy buff (+99999?) before seducing or gain some mechanic that doesn't allow it to miss during sed. Assuming only 20% shifter comes into play during seduce, there will be a 64% chance to die if there are 2 auf touches during sed or 89.6% chance to die if 3 touches. I think these odds would dramatically increase the challenge for thieves.
     
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  11. kyoko3102
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    kyoko3102 Well-Known Member

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    lets promote 30k hp washing because the 1% of players said so.
     
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  12. CreamGoddess
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  13. Comediante
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    In the last update 73.3, the bow master and corsair can now use their attack skills while in the air (hurricane and rapid fire) in Roppongi Mall. Shadower suffers from the same problem of not being able to attack while airborne, it would be worth enabling so that we shadowers can attack while airborne in auf.
     
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