View Full Version : Hard superbosses wanted!
cloudbunny
23-06-2006, 10:41
I liked the new Rotscale, more of this please!
I really would like this kind of hard bosses in some of the more remote areas, so they were not easy farmable but a nice challenge. Beef up Maw a bit in Lornars pass, and put bosses in the ice cave in Mineral springs, the SW corner of frozen Forest (this is maybe too close to an outpost) and maybe in one extra well protected corner of Predition Rock. Give all these bosses their own unique elite. Do not give them too frequent or too good drops, though. Farming frenzy is a pain, but a hard challenge is nice!
Maybe one super boss each in Snake dance, mineral springs, frozen forest, and peridtion rock that were moving around in the area with a very hard mob around. If you were not there for killing them you could sneak, otherwise you had to hunt them down for some while.
Maybe some rovering super bosses in UW/FoW as well, with big mobs consisting of all the different monsters found in those areas. I would have liked that! Moving super bosses here would have been a nice additional challenge in UW/FoW. You then had to dedicate people on watch so you had a retreat open and not got locked into blindway by misstake. Much harder to farm also since you did not know were to meet them, and UW/FoW are large areas.
Regards,
Cloudbunny
Bozos Of Bones
23-06-2006, 10:58
Beefing up Maw would be most detrimental to Necros, as he is the only cap fo Feast of Corruption, and even now, he is the thoughest cap in the game(as in, the most far and hard to reach guy, reasonably hard to kill).
But I WANT MORE BOSSES! REALLY THOUGH AND CHALLENGING BOSSES!
And not just Eles that spike you with 6000 damage in 20 seconds, and you die and can't kill him because you can't cast a single spell... more balanced bosses is what I'd like to see. If Rotscale had a tad bit less hP(he already has 12k), and a larger repertoire of spells, it would be ideal.
cloudbunny
23-06-2006, 11:13
Beefing up Maw would be most detrimental to Necros, as he is the only cap fo Feast of Corruption, and even now, he is the thoughest cap in the game(as in, the most far and hard to reach guy, reasonably hard to kill).
Part of my point, give us some challenging nice elites to cap!
For me, as necro, it was a very nice feeling when I finally got Maw down with my trusty hench team. You really felt you deserved that cap!
In Faction today, some of the caps are from mediocre bosses that you see as the first thing when you exit the outpost. I want to struggle a bit to capture the elites. Boss reaching/killing, at least, could be a measure of skill as opposed to farming gold and buy expensive equipment.
Regards,
Lago Mortis
second, third, fourth~
I think somewhere someone said the way to fight cookie cutter builds is to make skills more remote, this will help create diversity, and an extra bit of raiding fun. two birds in one stone.
cloudbunny
23-06-2006, 13:24
A shame that there is no good super boss area in Factions. The map there is compact and all areas are easily accessable.
Cloudbunny
Findariel
23-06-2006, 13:33
A shame that there are no good super boss area in Factions. The map there is compact and all areas are easily accessable.
Cloudbunny
Yes, very close, no long journeys but it's all around the corner, usually.
Factions just hasn't got any explorable areas that aren't adjacent to an outpost.
Well I guess all chapters will get their updates like Sf for chapter 1 so let's keep hoping !!! :rolleyes:
Oh yeah cool, SUPER HARD BOSSES and 20 man parties...
Why did you stop playing WoW?
Findariel
23-06-2006, 13:51
Oh yeah cool, SUPER HARD BOSSES and 20 man parties...
Why did you stop playing WoW?
Who's saying 20 man parties (next to you)?
People just want more rotscales, what's against that????
I just fail to see the point in bosses not involved in missions/quest.
I really like to see people playing the game and not farming.
But that's just my opinion.
halfthought
23-06-2006, 14:07
well, ditto for maw, really, they sld make him a 100% spawn in grenths footprints, make him have the cap, then make a super-hard version of him in drifts, I was rather dissapointed on how hard he was
cloudbunny
23-06-2006, 14:11
Oh yeah cool, SUPER HARD BOSSES and 20 man parties...
Why did you stop playing WoW?
My only experience from WoW was when my mother-in-law showed me her minotaur and let me go outside town and kill some rats. So I really do not have an idea of what you talk about. :wink:
But I want something really, really challenging, rewarding but not worth farming. A challenge that really takes some extra skills to do.
8 people party is enough, too big parties just make it harder to get a good group. I use to struggle for hours to get a good Alliance party together for FoW/UW, and the elite missions in Factions can be real pain in that respect.
Cloudbunny
Rob Van Der Sloot
23-06-2006, 14:12
Well what about Kunvie Firewing, who has Ride the Lightning? Easy to reach, but very hard to beat with just henchies.
http://gw.gamewikis.org/images/4/41/Kurvie_Firewing.jpg
cloudbunny
23-06-2006, 14:22
Well what about Kunvie Firewing, who has Ride the Lightning? Easy to reach, but very hard to beat with just henchies.
Well, done both him and Snapjaw Windshell in Archipelagos with henchies. A bit challenging, yes, but not something you look forward to, and plan with you friends to try on Saturday at 12 GMT.
Cloudbunny
cloudbunny
23-06-2006, 14:24
I just fail to see the point in bosses not involved in missions/quest.
I really like to see people playing the game and not farming.
I too, do not want people farming like crazy!
Therefor - no good drops! Only skill cap.
Cloudbunny
ultimastrike
23-06-2006, 14:27
Super hard boss: Kunaxai
At least, he will be when they fix the double knockdown glitch.
cloudbunny
23-06-2006, 14:39
Super hard boss: Kunaxai
Yes, he is a nice one. Too good drops though, so people are farming like mad and he will soon be reduced just to a small hump in the road, like the Darkness in the tombs
The reward have to be balanced between "Too good drops" like Kunaxai and "too small and uninteresting" like Final Assault and the Four horsemen. To get a group together for those two quests are pretty challenging, at least for the Horsemen quest. I think a nice cap would be a good balance. You want to do it once, but not repeatively farm it to boredom every day.
Cloudbunny
ultimastrike
23-06-2006, 14:42
Super hard boss suggestion: The Drunken Master
Beef him up to level 30 and have him drop hunter's ale when you "beat" him :P
cloudbunny
23-06-2006, 17:04
I guess you could increase the difficulty level with Maw, just by moving his spawning point a little. From up in the corner on the slope in Dreadnaughts Drift down to the middle of the "Dwarven Plaza" (if you've been there - you know where...).
Cloudbunny
vewyphishy
23-06-2006, 17:26
How about a set of randomly spawning bosses at various regions of the map, both Tyria and Cantha? So for instance... across Tyria, you may have 5 different bosses (or even group of bosses) in 5 different locations. Lornar's Pass, Pockmark Flats, Arid Sea... etc. As for the reward, no drops per say... but how about a title of "Big Game Hunter" for defeating all of the bosses/boss groups?
Shoitaan
23-06-2006, 18:36
/signed
Always up for an amping of difficulty.. lets make things more memorable eh? >:D
ccrazool
23-06-2006, 18:45
/signed
Rotscale's Revenge was an excellent addition to Guild Wars. More like this, please!
I'm all for beefing up Maw (he should be level 40 and twice the size he is now) but I agree it would make it difficult to capture Feast of Corruption for fledgeling necromancers. That makes Grenth sad.
More superbosses = teh win. Not just bosses that can do 10000 damage per hit, but well thought-out "Monster team builds" like Rotscale had. Let's take a look at what they had going on in their party:
Incinidary Arrows + Dual Shot + Barbs (+ high ground, heh)
E-Denial (QZ, Wraiths)
Rotscale Spike Damage + Frozen Soil
Degen (poison + burning)
Tough team to beat. This boss pack was more focused on quality than quantity (one of my major complaints with Cantha is quality got the shaft while quantity had a field day), and the result was a great challenge! Rotty always drops his bow, so the reward is guaranteed. We're motivated to kill him, challenged by his difficulty level, and rewarded when we win.
GG Anet! More please!
Zion Farbow
23-06-2006, 19:47
go make a 10 pip regen mosnter with 1000 health and put it in fire islands ^_^
ccrazool
23-06-2006, 19:56
go make a 10 pip regen mosnter with 1000 health and put it in fire islands ^_^
OOOH, ya know! I'd like to meet whatever it is that's animating all of those flesh golems out on Perdition Rock.
And then I'd like to pwn it and take its treasure. :wave:
Shoitaan
23-06-2006, 21:27
OOOH, ya know! I'd like to meet whatever it is that's animating all of those flesh golems out on Perdition Rock.
And then I'd like to pwn it and take its treasure. :wave:
Uber Mega Lord of Death and Necromancy drops 7 bones reserved for ccrazool
dantheman5415
23-06-2006, 21:32
/signed
Rotscale's Revenge was an excellent addition to Guild Wars. More like this, please!
I'm all for beefing up Maw (he should be level 40 and twice the size he is now) but I agree it would make it difficult to capture Feast of Corruption for fledgeling necromancers. That makes Grenth sad.
More superbosses = teh win. Not just bosses that can do 10000 damage per hit, but well thought-out "Monster team builds" like Rotscale had. Let's take a look at what they had going on in their party:
Incinidary Arrows + Dual Shot + Barbs (+ high ground, heh)
E-Denial (QZ, Wraiths)
Rotscale Spike Damage + Frozen Soil
Degen (poison + burning)
Tough team to beat. This boss pack was more focused on quality than quantity (one of my major complaints with Cantha is quality got the shaft while quantity had a field day), and the result was a great challenge! Rotty always drops his bow, so the reward is guaranteed. We're motivated to kill him, challenged by his difficulty level, and rewarded when we win.
GG Anet! More please!
I agree...Anet needs to include more of these "super groups" which guarantee greens each time. Would be nice to put them in obscure places like Perdition Rock, etc to encourage people to go back to these zones
Guardian_Angel_MP
23-06-2006, 21:58
/signed
This is what I want out of GW, a challenge that me and some guildies can undertake without having to worry about anything. Place some ultra-hard boss groups (well balanced ones and not just "obscenely powerful can't land one hit cause I'm dead as soon as it see's me" bosses). Put them in explorable areas and away from any outpost/town/mission so that you have to make an adventure out of getting to it (and so if you die you can respawn and keep trying instead of having to start the whole mission over).
I really like the idea of having a title attached to these, then the bosses wouldn't have to drop anything special at all and the only reason that people would want to even try and kill them would be for the pure challenge of it (and the titles would be like a badge of honor showing your achievement).
Please Anet, I want some more.....
Shoitaan
23-06-2006, 22:09
/signed
This is what I want out of GW, a challenge that me and some guildies can undertake without having to worry about anything. Place some ultra-hard boss groups (well balanced ones and not just "obscenely powerful can't land one hit cause I'm dead as soon as it see's me" bosses). Put them in explorable areas and away from any outpost/town/mission so that you have to make an adventure out of getting to it (and so if you die you can respawn and keep trying instead of having to start the whole mission over).
I really like the idea of having a title attached to these, then the bosses wouldn't have to drop anything special at all and the only reason that people would want to even try and kill them would be for the pure challenge of it (and the titles would be like a badge of honor showing your achievement).
Please Anet, I want some more.....
HAH, now this idea I love.. an obscenely difficult boss in an obscenely difficult area with a title as a reward :)
I love farming. I love farming greens. I love farming bosses. I love this idea. I would lvoe the most if we could fight a lvl ~35ish Mursaat Lord :).
/signed.
I love farming. I love farming greens. I love farming bosses. I love this idea. I would lvoe the most if we could fight a lvl ~35ish Mursaat Lord :).
/signed.
Obviously you're playing the wrong game then.
Btw. this whole petition and "/signed" thing is childish, whoever came up with that?
Shoitaan
23-06-2006, 22:40
came around from the blizzard forums I assume
Dexterace
23-06-2006, 23:00
How about a nasty uberboss that would drop in on a random party in-game once per hour. You could be in a mission or a quest or just running around and BAM here comes the avenging spirit of rurik or something to wipe out your party. You beat it, you get a title and maybe some unique green/gold item. Item would be uber-rare. Heck, maybe it would drop special armour for all the party members. Anyone could wear it and it could glow or something. And it would be worthless for trade like regular armour. Maybe the effect of all-superior runes and sup vigor for your class but no health negative.
Guardian_Angel_MP
23-06-2006, 23:52
I love that Idea! (cept the reward you mentioned seems a little too extream, I wouldn't mind if there were any physical reward at all) The only thing is that I wouldn't want it in any mission, mainly because if your team dies in a mission they have to start that mission all over again (and if this uber boss killed me before I landed the last blow on the end of a mission i'd be extreamly pissed)....so, only in explorable areas.
I think they should have it appear just like the kurziks or luxons do on opposing the opposing sides of factions. And maybe have it linked to a randome zone instead of a random party so more than one group can get the experience (i don't know).
And the "/signed" thing is in many more threads than this one, but I'm not sure whether it originated here or somewhere else (more likely somewhere else than not). It's a way of quickly showing your support/summarizing your position, just like "/not signed" would show you are not in support. It's just another short way of expressing your thoughts, just like a smilie or these: lol, jk, afaik, rotfl, 1337, ftw, ftl, etc. Not really childish in my eyes, just another way of speaking. :grin: :flowers:
Sir Pwn Your Mother
23-06-2006, 23:57
Man, I wish every boss had the Ele class and could spike my entire team to death too! /highfive!
We have enough "superbosses" in Factions as it is.
I would like to see some of these remote areas have a good challenging boss to confront. Down in the Falls, up north in the Gullet. It's nice that Rotscale drops an attractive green, but the drop isn't the be-all end-all of that fight. Victory over a worthy and challenging foe is the real reward. I do think it is a fun idea to have a set of say 5 elite bosses per campaign.
Forgotten Legend
24-06-2006, 00:30
okay, sounds to me like an exclusive club...
make super hard bosses that only the top 100 guilds can beat, because the the other poeple in the game can't find a party thats good enough, because they don't play togeether 4 hours or more every single day...
looks like one more thing the casual player won't be able to do.
yeah, i agree that the rotscale buff was needed, and a few more rotscale like enemies woud be nice, in remoter areas...
but there are already factions elementalist bosses that dish out 100 damage a second with just one spell, that wipes out entire parties in the blink of an eye, just because they stand in wide eyed shock the first time they see churning earth hitting over 100 pts a hit.
variety, yes. i want more variety. 700 skills and the enemies use 50 of them (okay an exageration)
basicly, it seems you are asking for the game to be rebalanced for expert skilled players only...
i dont want GW to turn into the next ninja gaiden (where only 5 poeple in the world could beat it, again, maybe another exageration, but maybe not)
dantheman5415
24-06-2006, 00:34
okay, sounds to me like an exclusive club...
make super hard bosses that only the top 100 guilds can beat, because the the other poeple in the game can't find a party thats good enough, because they don't play togeether 4 hours or more every single day...
looks like one more thing the casual player won't be able to do.
yeah, i agree that the rotscale buff was needed, and a few more rotscale like enemies woud be nice, in remoter areas...
but there are already factions elementalist bosses that dish out 100 damage a second with just one spell, that wipes out entire parties in the blink of an eye, just because they stand in wide eyed shock the first time they see churning earth hitting over 100 pts a hit.
variety, yes. i want more variety. 700 skills and the enemies use 50 of them (okay an exageration)
basicly, it seems you are asking for the game to be rebalanced for expert skilled players only...
i dont want GW to turn into the next ninja gaiden (where only 5 poeple in the world could beat it, again, maybe another exageration, but maybe not)
They aren't asking for something as tough as that. What we want is just more mobs like Rotscale scattered throughout the place.
basicly, it seems you are asking for the game to be rebalanced for expert skilled players only...
i dont want GW to turn into the next ninja gaiden (where only 5 poeple in the world could beat it, again, maybe another exageration, but maybe not)
What? NO! If that were the case, we wouldn't be asking for a few upgraded bosses in REMOTE areas. We aren't asking the story to be touched or the existing bosses who are part of that normal run to be tweaked. This not a game rebalance, it's an addition to provide new challenges.
Guardian_Angel_MP
24-06-2006, 00:48
Right now there really isn't that many interesting challenges in GW for the PvE part of the game, the ones where it seems like an adventure doing it and not just killing everything in sight.
Me and my guild used to make events of taking on Rotscale before it was nerfed the first time (either late in beta or as soon as it was released, don't remember) and it was a blast. It's also fun finding these things for the first time too ("Holy Crap! Look at that thing!.....Think we can take it?"). Having them in remote areas wouldn't affect the game play for the people who don't want to fight them, and there would be no need to fight them other than for the pure pleasure of fighting them (cause they shouldn't drop anything that would affect gameplay). And the bosses would have to be reasonable, not like the ele bosses in factions that wipe a team out with one skill in 5 seconds (that's just overpowered).
What people, and me, are asking for is more balanced, difficult groups of enemies off in some distant corner of the GW environment (as far away from any outpost/town/mission as possible so it's even difficult to get there) so that the people who have already done the elite mission/FoW/UW/SF/GF and all those other areas can have a leisurely adventure to a lofty goal.
There needs to be more chances for achievement in the PvE aspect of GW.
Shoitaan
24-06-2006, 01:05
okay, sounds to me like an exclusive club...
make super hard bosses that only the top 100 guilds can beat, because the the other poeple in the game can't find a party thats good enough, because they don't play togeether 4 hours or more every single day...
looks like one more thing the casual player won't be able to do.
yeah, i agree that the rotscale buff was needed, and a few more rotscale like enemies woud be nice, in remoter areas...
but there are already factions elementalist bosses that dish out 100 damage a second with just one spell, that wipes out entire parties in the blink of an eye, just because they stand in wide eyed shock the first time they see churning earth hitting over 100 pts a hit.
variety, yes. i want more variety. 700 skills and the enemies use 50 of them (okay an exageration)
basicly, it seems you are asking for the game to be rebalanced for expert skilled players only...
i dont want GW to turn into the next ninja gaiden (where only 5 poeple in the world could beat it, again, maybe another exageration, but maybe not)
My guild comprises of me my sister and a friend of mine (he's on 56k) as the only active players and the other guy in our guild pretty much logs in a few times every 3 months or so... me and the 3rd guy are full time Uni students and my sis is full time employed as some sort of computer engineer or something (I dont remember, I get bored listening)...
We've pretty much been there and done all... so wth are you on about this stuff not being casual friendly?
Casual players = people that dont have time to play that much NOT brainless imbeciles that cant play the game
And yes, we might only be able to do it on the weekends but we've been to Urgoz and back with a pug
Seriously.. what the hell are you on about? Please dont think you represent the casual player community
cloudbunny
24-06-2006, 10:14
Yes, an attached title for killing all those elite bosses would have been a suiting reward. but no particulary drops. I have seen too many, seemingly nice players being everything but nice after missing a good drop. Greed takes out the worst in some people.
Overfarming reduces great challenges into chords. Great drops would spawn farming frenzy, if the difficulty is not increased to insane levels, and that is no point. Even very hard areas/bosses will get a farming formula if the drops makes it worthwhile.
UW, FoW, SF, Tombs, elite missions, Rotscale, all got in short time their success formula and were farmed into boredom. I thought it was great first time I had done Tombs, then only to discover that after a week or so, pet/barrage groups were making repeatively runs every 50 minutes, week after week. How fun is it to beat the same "challenge" 100 times in two weeks? Or just to know that, what you thought was a great accomplishment, is routine farming for loads of people?
So please - no good drops! Titles or skill caps, yes! In worst case it would spawn some moderate farming such as - "Pay 100k to get "Exterminator Title", like the spider hunts. We can probably live with that?
Yes, the Rotscale was a nicely balanced boss, quality instead of quantity, as said before. Doing the same in other remote areas gives nice challenges. I would liked to have the Terrorweb Queen in the Spawning pools in UW as the top elite boss. Crank her up a little, but don't give her "I-own-you-all" skills. It would be frustrating after fighting for 4 hours in UW to reach her, you get hit by a 500 damage lifestealing heat blast after 2 seconds. Give her guards consisting of a mix of the foes in UW. I bet that easily would get very challenging, without killing you outright.
Regards,
Cloudbunny
Trudi Wotan
24-06-2006, 11:00
Ultra Elite Bosses is an excellent idea. As long as they are not part of the main storyline and that they are off the beaten track.
Added on areas to the already remote areas could be done, ie: add in an area with the Ultra Elite Boss to say The Falls or to Dragon's Gullet or off of Kessex Peak, etc.
I also like the idea of a randomly spawned Uber-boss into some of the harder areas of the game - just to keep you on your toes.
Rewards for these could be done quite well if thought out properly. Something like: You could have a Gorget (you wear this around the neck) made out of a piece of the bosses armour or bone (that is instantly customised for that character - so no good farming for it) - this would then signify to others that you had killed that said boss.
What about all the broken ele bosses that are doing 100 times more dmg than 16 in the att. line for the skill? They are insane party killers. I for one dislike all the broken bosses as they make the game no fun getting your whole party wiped out in 5 seconds.
As far as like rotscale and glint when you go in with skills to counter its powere level all it is then is a long piching fest until the boss is finally dead 20 minutes later of like 3 dmg per hit cutting down its some 2000 health. I for one find that just no fun at all.
Guardian_Angel_MP
24-06-2006, 22:41
The fun is trying to survive the ordeal and then being able to dance on top of the once mighty beast. The fact that it takes so long to defeat the opponent means that it was a worthy foe. The statement that you made can be used for any aspect of GW (making a build to counter a build and then wacking away at the foe until it dies)...it's the essence of the game at it's most basic level.
I want something that won't take only a few seconds or a couple of minutes to defeat, something that will kill me a few times in trying to defeat it, something that is worth killing. The only thing that is difficult, in my eyes, is the monsterous dragon in the battle field in FoW and if you lose to that you get ported back to the surface (which makes it less fun to try and defeat it cause you have to keep spending gold to get a chance).
The broken ele bosses are just that...broken. I don't want something that is going to kill my group in one or two attacks, I want something that is going to provide a challenge (in getting to it and defeating it), something that takes teamwork and more than just button mashing/hack-N-slash.
There wouldn't be a requirement for people to fight these bosses, and there should be no physical reward for defeating them so there would only be the incentive of defeating them to motivate people to undertake the task. It wouldn't harm the story at all and wouldn't affect the game at all, just provide a little challenge to the people who have done almost everything in the game or are just tired of doing the same stuff.
Forgotten Legend
24-06-2006, 22:52
okay, maybe i need to rephrase :)
i LIKE the idea of having more challenging bosses in remoter areas...
just as ong as it doesn't affect the main quests.
FF7-9 did this well. they offered a super hard boss that was totally optional, designed for the superhardcore player, who had to be a master of the game to be able to beat these bosses.
all i am asking... is that if tougher bosses like these are instituted, that it doesn't require 4 hours to find the boss, then another 4 hour to actually kill the boss. a casual player doesn't have that kind of time. (yes, this is exaggerated for emphasis)
PS... i don't assume to represent the casual community. 1600 hours logged since prophecies release makes me not a casual player, but not a hardcore player either.
i agree with a lot of the posts here. put the boss in remote areas, give it balanced mobs to support it, and don't give it insant party wipe skills. make it that many verieties of player builds can beat it, not just a new cookie cutter build designed specifically for it...
and i also agree that it is no fun to have to fight the same boss for 20 minutes just to kill it, because it has 12,000 HP, so that my hardest hitting attack/spell /whatever barely scratches the boss...
cloudbunny
24-06-2006, 22:59
What about all the broken ele bosses that are doing 100 times more dmg than 16 in the att. line for the skill? They are insane party killers. I for one dislike all the broken bosses as they make the game no fun getting your whole party wiped out in 5 seconds.
As far as like rotscale and glint when you go in with skills to counter its powere level all it is then is a long piching fest until the boss is finally dead 20 minutes later of like 3 dmg per hit cutting down its some 2000 health. I for one find that just no fun at all.
Well, I find those Faction Ele bosses hard, but not broken. I have killed them all with a blood degen necro and henchies so I bet a good team can do it rather easily.
However, massive devastating damage is always frustrating. But simple warding can do a lot here, I guess? We as players are seldom good at using the right tools for the task from the big list Anet have given to us. We mostly set for the same standard build that works nicely in 95% of the fights. Very few go back and change their builds and strategy when they have met too tough resistance. How many parties have asked for water or ward Eles? Interrupt Bow necros? Smite monks? Energy denial mesmers? Sometimes it is good to think out of the box and try something new!
Sometimes new weird strategies get so very succesful (pet-barrage, 55hp+SS/SV, trapper-teams, minionmasters in SF) that they soon change to be one of the cookie-cutter builds. Most of these new team builds have been developed for hard areas where people had to think new (UW/FoW, SF, Tombs). What fun is it to always have to play W+Mo+Fire ele, which was the dominating pve build for very long in the beginning? Elite bosses would be a nice place to force people to think new.
Loads of hp on the bosses might be tiresome, but if not, they could very quickely be spiked to death with grenths balance and 2-3 sac bombing necros. I think the insane Hp's are to prevent that from happening.
Regards,
Cloudbunny
Lord Pharoah
24-06-2006, 23:39
Beefing up Maw would be most detrimental to Necros, as he is the only cap fo Feast of Corruption, and even now, he is the thoughest cap in the game(as in, the most far and hard to reach guy, reasonably hard to kill).
But I WANT MORE BOSSES! REALLY THOUGH AND CHALLENGING BOSSES!
And not just Eles that spike you with 6000 damage in 20 seconds, and you die and can't kill him because you can't cast a single spell... more balanced bosses is what I'd like to see. If Rotscale had a tad bit less hP(he already has 12k), and a larger repertoire of spells, it would be ideal.
Agreed we can't beef this guy up (Maw) without making his cap easier to get. Reason being is that it takes away from the idea of the game being for the casual. He is already the hardest cap in the game if nothing else just cause it takes an hour to get to him. Skills need to be accessable to the casual guy that wants to be able to play for an hour and get a skill, He SHOULD be able to.
I also agree with the thread, 1337 bosses would be cool and a great way to add to the RP/PVE element which is hurting in GW. I don't really care if you give them greens or not. I like the idea of them roving all over the game also. It was alot of fun trying to figure the new Rotty out. Also a good idea would be a title track for 1337 monster slaying or maybe a title for each one, only it couldn't count for the "Kind of a Big Deal". Would be nice to have a Glint Slayer, a Rottscale Destroyer and etc though. Or you could do as someone else mentioned and have the monsters drop customized jewelry or helms or something. Customized is good we are talking about boosting the RP not starting a farming craze + if they were customized np with the boss dropping one for every person there.
These Bosses could also be linked to another thread I saw where people were asking for more RP type quest this would make the Boss not spawn otherwise or interfere with the normal game progression. They would be an extra thing to do for the more hardcore type of PVE player but with a challenging killer boss at the end of it.
Guardian_Angel_MP
25-06-2006, 01:49
Agreed we can't beef this guy up (Maw) without making his cap easier to get. Reason being is that it takes away from the idea of the game being for the casual. He is already the hardest cap in the game if nothing else just cause it takes an hour to get to him. Skills need to be accessable to the casual guy that wants to be able to play for an hour and get a skill, He SHOULD be able to.
I also agree with the thread, 1337 bosses would be cool and a great way to add to the RP/PVE element which is hurting in GW. I don't really care if you give them greens or not. I like the idea of them roving all over the game also. It was alot of fun trying to figure the new Rotty out. Also a good idea would be a title track for 1337 monster slaying or maybe a title for each one, only it couldn't count for the "Kind of a Big Deal". Would be nice to have a Glint Slayer, a Rottscale Destroyer and etc though. Or you could do as someone else mentioned and have the monsters drop customized jewelry or helms or something. Customized is good we are talking about boosting the RP not starting a farming craze + if they were customized np with the boss dropping one for every person there.
These Bosses could also be linked to another thread I saw where people were asking for more RP type quest this would make the Boss not spawn otherwise or interfere with the normal game progression. They would be an extra thing to do for the more hardcore type of PVE player but with a challenging killer boss at the end of it.
The closest thing to what you last said that I can think of, and is already in the game, is the last titan's quest. Now THAT is the kind of thing I like! An difficult journey to a difficult end. If they add more of these super bosses I think it should be close to that difficulty.
Oh, and Necs can ge FoC a lot sooner now that Rotscale has it. :grin: I think that Maw is a good intermediary between the easier bosses and the super bosses (mainly because he is solo-able) and may be a good template to build off of for the idea of the super bosses, but they would have to be hard enough so you need at least a team of 6 to defeat them (and you can get a team of 8 to anywhere in the tyria mainland by using ToA if 8 is needed).
Nucflash
25-06-2006, 02:49
I have an idea...ANET could come up with a uber Boss mob skill called "Doomsday" which all bosses would have on top of their other skills/spells. It would have the same effect as Spectral Agony but there is no infusion for it And it would be an uninterruptable AOE which would cover the Bosses entire aggro circle which of course is twice the size of anyone elses. It would have a 1/4 sec activation time and 1 sec recast and the effects of each activation stacks. It would only cost 5 energy for the Boss. Oooooohhhhh what fun THAT would be. Most of the Bosses are tough enough...if you want ultra uber bosses then play Everquest or WOW.
Guardian_Angel_MP
25-06-2006, 03:02
Me and five of my guildies (normal team of 6) could take down pretty much any boss in GW with no prob at all (75% of them in less than 3 minutes). I'd like a little more challenge than that. And there is no need for sarcasm, how would implimenting these bosses hurt you at all (or anyone who doesn't think that it would be fun)? Simply put, it wouldn't (because they would be out of the way, wouldn't affect the storyline/gameplay at all, and would drop nothing that would affect the play of others [i.e. a green weapon]).
If you think it's a bad idea then give a reason and support it (if you think that the bosses are hard enough already maybe which bosses are you talking about?), but please be civil about how you present your argument and don't mock the ideas that other people have presented.
Cloud Six
25-06-2006, 03:32
Well I guess all chapters will get their updates like Sf for chapter 1 so let's keep hoping !!! :rolleyes:
My understanding was that SF was a one time thing for prophecies because the next chapter wasn't available for a year. iirc, it was explicitly stated that we shouldn't expect any more of these "free content" mini-updates.
But hope springs eternal :wink:
MasterNightfall
25-06-2006, 03:35
I wonder how many people who think that the Factions elementalist bosses are 'Ridicilously difficult' have ever actually considered bringing a Spirit or Interrupter Henchman.
allinuff
25-06-2006, 03:47
Or protective spirit :rolleyes:
No on Maw being toughen up as it is the only source for FOC. Fine if there were 2 versions of Maw.
Also bacause of the above, I have to disagree on certain super-bosses being the only source to any elites.
Simple casual folks should be able to get their elites with the right amount of effort not forced to join an elite party.
Fine with roaming bosses as long as it is:
1) Avoidable if you choose not to engage.
2) Does not kill you in one hit if you choose to flee from it.
3) Does not kill other stuff in the map.
4) Isn't agro linked with other mobs in the map.
5) Does not chase you all the way to Mexico to end your life.
Forgotten Legend
25-06-2006, 03:53
The closest thing to what you last said that I can think of, and is already in the game, is the last titan's quest. Now THAT is the kind of thing I like! An difficult journey to a difficult end. If they add more of these super bosses I think it should be close to that difficulty.
Oh, and Necs can ge FoC a lot sooner now that Rotscale has it. :grin: I think that Maw is a good intermediary between the easier bosses and the super bosses (mainly because he is solo-able) and may be a good template to build off of for the idea of the super bosses, but they would have to be hard enough so you need at least a team of 6 to defeat them (and you can get a team of 8 to anywhere in the tyria mainland by using ToA if 8 is needed).
i hate to break it to you, but rotscale is not a boss (no boss glow) so you can't cap anything from him...
now, if you manage to actually succeed in cappin FoC from him, i for one would like to screenshots... :tongue:
kaxandra
25-06-2006, 06:20
I liked the new Rotscale, more of this please!
I really would like this kind of hard bosses in some of the more remote areas, so they were not easy farmable but a nice challenge. Beef up Maw a bit in Lornars pass, and put bosses in the ice cave in Mineral springs, the SW corner of frozen Forest (this is maybe too close to an outpost) and maybe in one extra well protected corner of Predition Rock. Give all these bosses their own unique elite. Do not give them too frequent or too good drops, though. Farming frenzy is a pain, but a hard challenge is nice!
Regards,
Cloudbunny
Imo, its only fitting that a player should get a good drop or rewards when hes got to kill a super hard boss just like what your asking for. Otherwise, aside from capping the elite, most players will,more likely, dont bother to haunt that super boss anymore.
GADefence
25-06-2006, 08:28
I wonder how many people who think that the Factions elementalist bosses are 'Ridicilously difficult' have ever actually considered bringing a Spirit or Interrupter Henchman.
If you've played Snapjaw, you'd know the interupt henchies aren't enough. His cast time averages 1/4 to 1/2 a second, as fast as the interupt it not faster. As to the spirit henchie, sadly, Shelter only lasts 1 volley since he AoE deaths your spirit in one hit (it takes 10% from all of you, and blows up, first thing he uses). Then, after that, 3-4 people get hit by heavy Area of Effect damage. Gita just can't protective spirit everyone before some die. . . Snapjaw is hard. Especially since he's in the middle of a patrol and a spawn of Oni are just off to his side.
Not as hard as people say, but very annoying. 5-6 deaths is the max I got, that included getting to him, and getting through the snake pits that the res point put me in the middle of.
If you did the run, you'd probably know what I mean. If not, this probably soudns like random crap. ^.^
cloudbunny
25-06-2006, 09:12
Imo, its only fitting that a player should get a good drop or rewards when hes got to kill a super hard boss just like what your asking for. Otherwise, aside from capping the elite, most players will,more likely, dont bother to haunt that super boss anymore.
I would prefer super bosses that do not drop loot, but give a one time non-sellable reward. As soon as you get good loot people will farm and that will kill the challenge almost entirely! In one month it will not be a very special accomplisment to have killed the Elite missions bosses or Rotscale. Some people may have done it 100 times or more. Nothing farmable have so far stayed a great challenge for very long. A super boss should be a great challenge you do a few times maybe, but not more. The titan quests work well in that respect.
Regards,
Cloudbunny
Guardian_Angel_MP
25-06-2006, 10:12
i hate to break it to you, but rotscale is not a boss (no boss glow) so you can't cap anything from him...
now, if you manage to actually succeed in cappin FoC from him, i for one would like to screenshots... :tongue:
Eh, didnt' get too good a look cause he was bunched together will all the other dragons (and I only went there with hench to check it out), so I just assumed that since it has been said somewhere on this forum that he drops a green (like all other bosses of high level in Prophicies) that he too was a boss. My bad, I'll try and get personal experience on such subjects and not just go off of past experiences.
Shoitaan
25-06-2006, 10:59
Eh, didnt' get too good a look cause he was bunched together will all the other dragons (and I only went there with hench to check it out), so I just assumed that since it has been said somewhere on this forum that he drops a green (like all other bosses of high level in Prophicies) that he too was a boss. My bad, I'll try and get personal experience on such subjects and not just go off of past experiences.
most of it not all of the *new* greens ie the greens in the last patch drop from normal mobs
The fun is trying to survive the ordeal and then being able to dance on top of the once mighty beast. The fact that it takes so long to defeat the opponent means that it was a worthy foe. The statement that you made can be used for any aspect of GW (making a build to counter a build and then wacking away at the foe until it dies)...it's the essence of the game at it's most basic level.
My point was I'd rather have a challange in an area that makes me have to think about how to take it on and figure the way I need to take it on but doesn't take 20 minutes to kill it once I have found the way to take it on. You can make it challanging without the need of giving it 1000s of health and 100s of armor so that each hit only does a couple points of damage and even big nukes are cut down to like maybe 10 points of damage. I'd be fine if it only took maybe 3 or 4 minutes to kill it. You can still end up dieing in that time if your not prepared with a team build to counter it.
In the case of rotscale coming with a team build to counter rotscale and his hordes power you end up with the kill his horde in about 1 minute and then stand for 20 minutes pinching rotscale to death. No deaths involved when you come with a team build to counter.
The broken ele bosses are just that...broken. I don't want something that is going to kill my group in one or two attacks, I want something that is going to provide a challenge (in getting to it and defeating it), something that takes teamwork and more than just button mashing/hack-N-slash.
I like the fact that a number of area of factions requires teamwork to succeed in. I'd all for bosses being in mobs that will require team work to success. Just not a boss that once the mob is dead is going to take 20 minutes of button mashing to kill. Basically once you have the counter thats all your doing.
There wouldn't be a requirement for people to fight these bosses, and there should be no physical reward for defeating them so there would only be the incentive of defeating them to motivate people to undertake the task. It wouldn't harm the story at all and wouldn't affect the game at all, just provide a little challenge to the people who have done almost everything in the game or are just tired of doing the same stuff.
I figured we were asking for more because they would be side things extra stuff to do. But it still is annoying to have to hack at something for 20 minutes to get a chance at a reward like a green item. Now if it was a guarantee that everyone there got it after having to take 20 minutes to kill the guy then it would be more rewarding. But if it is only going to chance drop it for one person then I think it should take far less time but be more challanging and take a little more time than a standard boss.
Well, I find those Faction Ele bosses hard, but not broken. I have killed them all with a blood degen necro and henchies so I bet a good team can do it rather easily.
Concidering they are doing 300-600 dmg per hit from a skill that at att. level 16 does 30-60 damage is broken. One hit kills do not belong in this game. You can't exactly counter a single hit kill. The monk can't exactly put protective spirit on every person and keep it up 100% the time to keep everyone from dieing. And that Rt spirit is the 1st thing to get hit in those mobs thus making it worthless. Even if you put it down away from battle the b line right for it.
I wonder how many people who think that the Factions elementalist bosses are 'Ridicilously difficult' have ever actually considered bringing a Spirit or Interrupter Henchman.
I've taken both and also real player equivelents, but yet many times those broken ele bosses pwn the whole party in short order. The real player equivelents manage to survive a whole 5 seconds longer totaling about 8 seconds before the whole party is dead. But this doesn't excuse the fact that they are broken at 100 times the damage of att level 16.
The broken ele bosses are just that...broken. I don't want something that is going to kill my group in one or two attacks, I want something that is going to provide a challenge (in getting to it and defeating it), something that takes teamwork and more than just button mashing/hack-N-slash.
Those ele bosses are a challenge alright, but only reason they prolly keep killing you over and over again is that you still think rangers and mesmers are useless :rolleyes:
I like those uber eles and uber ritualist very very much because rangers and mesmers really shine against them.
Guardian_Angel_MP
26-06-2006, 03:37
Those ele bosses are a challenge alright, but only reason they prolly keep killing you over and over again is that you still think rangers and mesmers are useless :rolleyes:
I like those uber eles and uber ritualist very very much because rangers and mesmers really shine against them.
I play both a mesmer and a ranger, pretty well too, so no..I don't think that they are useless. That has nothing to do with the fact that with the same skills players use the ele bosses are able to do 10x as much dmg. :rolleyes:
I play both a mesmer and a ranger, pretty well too, so no..I don't think that they are useless. That has nothing to do with the fact that with the same skills players use the ele bosses are able to do 10x as much dmg. :rolleyes:
Well then in that case you shouldn't have any problems at all against them :smiley:
In fact i think they are in the game because anet wants to make rangers and mesmers more needed in factions which imo is only a good thing.
ciprialex
26-06-2006, 10:02
Well then in that case you shouldn't have any problems at all against them :smiley:
In fact i think they are in the game because anet wants to make rangers and mesmers more needed in factions which imo is only a good thing.
anet main concern is pvp, where rangers and mesmers get their well deserved appreciation.
the fact they are more sought out in factions has a large array of reasons("pick anything else for last spot, as long is not an assasin" beeing the most important of them all), but i'm not sure anet has specificaly intended for that to happen.
cloudbunny
26-06-2006, 23:20
In the case of rotscale coming with a team build to counter rotscale and his hordes power you end up with the kill his horde in about 1 minute and then stand for 20 minutes pinching rotscale to death. No deaths involved when you come with a team build to counter.
Tried two lifesac/lifsteal necros with Grenths balance?
+1000 armor ignoring lifesteal damage every 20s? Try something new, other than warriors and standard nukes, for once. To avoid Rotscale is not killed very fast by this kind of builds, you simply have to boost his health quite a bit.
regards,
Cloudbunny
I play both a mesmer and a ranger, pretty well too, so no..I don't think that they are useless. That has nothing to do with the fact that with the same skills players use the ele bosses are able to do 10x as much dmg. :rolleyes:
I too have a ranger and mesmer and am quite good at them. I also take rangers and mesmers with me but for those skills that sneek through its detrimental to the party at the broken 10 times more damage which is 5 times more damage than they are supposed to be doing.
Tried two lifesac/lifsteal necros with Grenths balance?
+1000 armor ignoring lifesteal damage every 20s? Try something new, other than warriors and standard nukes, for once. To avoid Rotscale is not killed very fast by this kind of builds, you simply have to boost his health quite a bit.
regards,
Cloudbunny
If there were any necros out there that would play the build sure I'd take them along. The problem is when people in my guild got together to go there were no necros to be found. I guess they are all too busying going every pug over in cantha. Since it seems people won't even go into any of the missions without them even though you can get masters on nearly every missions without an MM if you get good people that know how to play their profession for each mission and work as a team and take targets out in the right order.
Rob Van Der Sloot
27-06-2006, 11:55
If new super bosses were to be added, what kind of bosses would we want to see? What level? How much health? And what kind of rewards for defeating them?
Darkicon
27-06-2006, 12:02
I think there should be a gigantic boss that you fight with 12 allies, possibly Alliance-only, that is super hard to kill, like Ragnaros or Onyxia from WoW.
And also have it drop some really nice greens, or a lot of gold.
SuperBosses with "quirky" special abilities, like Shiro, Kuunavang, Zhu Hanuku etc.
Powers/Skills/Spells that is very important to interrupt.
For example, a Boss trying to summon 10 minions through a portal(long cast time that gives a chance for the heroes to interrupt).
Another Boss that has a slow-casting AE slow (which slows movement and attackspeed of the heroes) which HAS to be interrupted or it will hinder the adventurers.
A Boss with a VERY slow-casting ability/skill that does 1000 damage on one target, not interrupting this power will surely mean death to the hero he has targetted (the tank for example).
A Boss with a mindcontrolpower is also important to interrupt. Being able to control one of the heroes mid-fight can surely turn the tide (the hero suddenly attacks his friends).
Powers like these require good timing and more heroes with interrupting skills and/or knockdowns are welcome.
Some Bosses could even be knockdown-immune (the gargantuan ones), so interruption would be a must.
And yet another Boss could have really quirky powers, AE knockdowns, confusion,fear,PBaOE burning and whatnot.
Then you would have to bring anti-knockdown powers, ways to deal with hexes and conditions as well as the normal setup. The spell Extinguish was never so good before etc.
Quirky powers that make the heroes adapt and use different strategies can make a fight with a "mega"boss much fun.
Much more fun than just a high-hp boss that deals high damage.
-
Of course, there could/should be some of those too for variety.
One Boss could have alot of health and a pretty decent regenrate, which requires somewhat high DPS in the group to be able to defeat.
This huge golem of a Boss could have very slow attacks to balance the beefyness.
Another Boss could have alot less health (and almost be regarded as a peewee compared to the other Mega) but instead pack a real punch.
Variety in the Megabosses attacks, powers and looks give each battle something unique.
They could all drop a special medallion/icon you could then bring to a quest-person later for a specific reward (maybe you could choose from several different rewards).
Straegaard
27-06-2006, 13:17
I like the idea of strong bosses but I don't see the reason why they should have an incredibly large mob around them. Personally I'd rather have more really tough bosses that is just hard to kill insted of them being protected by 100 meatshields
"Mega" Bosses that are entirely alone is welcome.
Some may require fighting through alot of minions to finally be able to reach the Bosschamber/cave/area/region and some may not.
Some could be able to summon minions as a part of the encounter, as a part of the Boss-difficulty.
Most should not be able to.
What they all should have is unique abilities, making each fight special, unique, fun and memorable.
One being a gargantuan hulk while another a totally different nut to crack.
Each having a unique model/skin as well as powers.
cloudbunny
27-06-2006, 14:19
I would have liked to see some aspects that actually need some good teamwork to overcome.
Say you have some quirky and pretty tough boss, like Shiro, Kuunavang or Glint. Add to that, small groups with 4-5 tough minions (like lvl 28, UW equivalents) that spawn periodically, when you are a certain distance from the boss. Not too many, but enough to keep you busy. Some groups might consist of one type of casters, some of melee or ranged fighters, some mixed. Group composition and spawn spot would be random.
Then the team have to keep watching for new spawns and change tactics depending on what type of spawn is coming. But simultanously also keep controlling the boss.
I think that would be a challenging twist. This would also make the fighting a bit more unpredictable. The challenge otherwise gets less if you know exactly what to expect and how to move in advance.
Regards,
Cloudbunny
rentauri
27-06-2006, 15:04
Personally I love the ides of powerful balanced bosses. the problem is balancing the power. I want a boss that will be tough and hard that will give me an epic battle and when defeated I get the feeling of 'yes, take that' as I dance over his corpse. The problem I have with alot of Cantha bosses is that for them powerful is the ability to spike my ritualist for 800 damage in two seconds. Powerful yes, but there is no sense of victory when I beat him just the 'That sucked, what's next' feeling. I would hope that there would be no farming of the boss, prehaps something else like a new title Boss Slayer or even points for Faction points if the boss was in Luxon/Kurzick lands or maybe points for the good old god of war.
glitched
27-06-2006, 15:25
Call me crazy but I'd love to see more elite mission-like areas. The dungeon-crawl like zone ending with a big boss fight is exactly the kind of stuff I had hoped for when playing prophecies. Heck, I would even play Dragon's Lair multiple times just for the fun of killing Glint. :grin:
FallenWyvern
27-06-2006, 16:42
Just my two cents, but bosses should need at least half a party of real people (if not a full one) to beat. Hard bosses should be difficult to beat, take some time. I'm talking 10 min battles. No I didnt come from WoW, I came from FFXI. They have a neat thing in FFXI where you go into a special room (Burning Circle) and fight a boss. I could definatly see short "passages" between zones in GW, alternate exits, that have a boss in them. As an example, say you were in the shiverpeaks, going from zone A to B... well you could take the normal way and go around this uber hard boss, or if your party was going to take him on for a challenge, go through the "wayward passage" zone between A and B (it'd be like a little door on the left of the normal exit, sort of thing). So from zone A to the arena to fight the boss, and if you kill the boss then the door opens to B. This way people who are just travelling dont have to worry about uber bosses being too hard, and parties going boss hunting know where to go. Of course having a stationary boss means these babies gotta be HARD. Kinda like glint, but not tied to the main story (of course, giving these suckers story would be important)... also you could have titles assigned to them... so killing 50% of the "uber bosses", then 75% and 100% would all give titles.
Edit : Oh I forgot what I thought for drops... They should definitely have rare greens that drop with a low percentage, a handful of golds that drop moderately, a few purples that might not be great but have unique skins and one, uber uber rare drop that might only happen once in a million. Doesnt need to be a weapon, could be a mini-pet, an unusual rune (like 2 different non-stacking runes in one slot) that changes the look of your armor a bit, or something equally awesome. Doesnt have to be uber for stats, just something you can show off, that cant be "farmed" and sold for millions of plat. They should always drop a minimum of 1 dye, and a token. You'd collect tokens to grant access to even harder bosses. Oh and a footnote to the bosses HP. 42k isnt enough. 4 mill is closer to a good mark. These baddies should be worth the fight. As long as people arent jerks, quitting when things start to go south, then it'd feel like an accomplishment.
Guardian_Angel_MP
27-06-2006, 17:04
Edit : Oh I forgot what I thought for drops... They should definitely have rare greens that drop with a low percentage, a handful of golds that drop moderately, a few purples that might not be great but have unique skins and one, uber uber rare drop that might only happen once in a million. Doesnt need to be a weapon, could be a mini-pet, an unusual rune (like 2 different non-stacking runes in one slot) that changes the look of your armor a bit, or something equally awesome. Doesnt have to be uber for stats, just something you can show off, that cant be "farmed" and sold for millions of plat. They should always drop a minimum of 1 dye, and a token. You'd collect tokens to grant access to even harder bosses. Oh and a footnote to the bosses HP. 42k isnt enough. 4 mill is closer to a good mark. These baddies should be worth the fight. As long as people arent jerks, quitting when things start to go south, then it'd feel like an accomplishment.
No matter how low the chance for a drop is, if there is a special drop from the monster it will be farmed. Stats on the weapons dropped don't matter when it comes to the item being farmed (just look at the crystalline swords, some sell for 80 million and a long sword can have the same stats and sell for only 50k). If you are going to have a monster that is supposed to be for the challenge of it then it cannont have uniqe drops, otherwise the farming of the monster will determine the most efficent way to hunt it and the achievement of killing it will be worthless.
^^ awesome ideas dude. yea harder bosses would be sooo much more fun so that you can actually have some sort of fun and challenge when your farming a boss with a group. id like to see anet make a new contest where you can submit drawings of bosses you'd like to see and then included skills/stats/classes etc. that the boss would have and were they would be located and that the idk maybe 5-10 winners would actually get their bosses in the game. idk about dropping super rare greens but some nice unique items would be fun. also the hard boss killing title would be awesome, like say that you kill 2 of them you'd get like slayer title and like if you kill all 10 you get legendary warrior or sumthing like that. as for a storyline, they could be associated with a huge quest and during the quest it explains that there are alot of these hidden great bosses and that each boss has 2 parts to it. 1 is maybe killing an enemy that has a map or location of the boss and the other part is tracking the boss down and killing it. would make for a really nice sorrows furnace like update. but for some reason i just cant see this ever happening or workin in cantha. the landscape just doesnt make it mythological enough. but it would work nice in tyria. also the bosses being associated with different regions and 1 per region. the hardest and last probably being found somewere in the fire island chain.
My Sweet Revenga
27-06-2006, 20:11
I wouldn't mind seeing a boss that actually took up a whole room. Like a giant squid or octopus or afflicted mass or something where you actually have to attack the walls to weaken it. With a 16 player team, now that would be something.
FallenWyvern
28-06-2006, 15:39
16 player teams are difficult to get together. Maybe with the token idea I had (collecting tokens to trade into fight a boss) that'd be easier. Say 16 players each need 1 or 2... then you can get in to fight and even harder boss... but just to wander an area so you can fight A boss... 16 seems excessive.
Findariel
07-07-2006, 04:09
I'd like to see superbosses!!
But ... only in areas that aren't mandartory to complete the game. FoW or UW could have them, or somewhere deep in Sf, the summit endboss. Or an extra explorable island where you can fight the sisters Coventina and Willa, standing next to each other :grin:
Of course, after Grenths and Balthazars realms (UW and FoW), the new Lyssa/Melandru/Dwayna realm could have such bosses ...
themagicmoedee
07-07-2006, 06:18
Is it just me, or does anybody else hear some guy with a weird accent calling for more DoTs?
The problem with adding bosses to the game is going to be that there's no real way to make them rewarding the same way that raid bosses in other games are. They can't saddle them with unique items that are actually useful because then people will either figure an exploit and farm them or they'll introduce a number of items into the economy that are so hard to get that they introduce a skew. Given the problems that some of the regular level 28 bosses can give you with a bad group, you might have a problem indeed making things even more difficult.
More hard bosses for the sake of more hard bosses would be another option, but then I'm forced to wonder just how many people would take advantage of them anyway. I mean, how many people do you know that will get started doing raids for the fun of it? I'm sure there are some, but I'm not sure there are enough, particularly given the fact that they've got two teams of developers that do precisely that sort of thing (design scenarios and bosses) working on their rotating release schedule.
mbourgon
07-07-2006, 21:48
Imo, its only fitting that a player should get a good drop or rewards when hes got to kill a super hard boss just like what your asking for. Otherwise, aside from capping the elite, most players will,more likely, dont bother to haunt that super boss anymore.
Unfortunately, there only seems to be two extremes:
1) Some sort of uber-cool reward. This causes extreme farming, 5-man teams farming Orozar/FA, pet-barrage groups, etc. Yes, some people do it for the challenge. But there seem to be a lot of people that are only here to farm greens and sell them. Casual People can do these, but have to deal with uber-builds, being called n00bs by 13-year-olds, etc.
2) No out of the ordinary reward. There are few groups doing it (how hard is it to find a group for Titan Source, vs Final Assault), so it's hard for the casual player to find people to PUG with.
Having done both groups, my preference is for #2, simply because there's less pretentiousness.
This sounds like a good idea, the game seems too easy. I want a challenge that would take several attempts. ( Not neccessarily with a larger party).
I've yet to fully embrace PVP only tried RA but i love PVE, would love more areas made, harder bosses, especially if they decide to stop making chapters(my guess is chapter 5) they could just expand the continents and more quests etc...
KaliMagdalene
08-07-2006, 05:42
I guess you could increase the difficulty level with Maw, just by moving his spawning point a little. From up in the corner on the slope in Dreadnaughts Drift down to the middle of the "Dwarven Plaza" (if you've been there - you know where...).
Cloudbunny
You must mean the place I cleared with my uberleet Echo SS FoC Desecrate Defile nuking build that lasted for about 15 minutes.
But then again, what necro hasn't done that?
KaliMagdalene
08-07-2006, 06:50
If there were any necros out there that would play the build sure I'd take them along. The problem is when people in my guild got together to go there were no necros to be found. I guess they are all too busying going every pug over in cantha. Since it seems people won't even go into any of the missions without them even though you can get masters on nearly every missions without an MM if you get good people that know how to play their profession for each mission and work as a team and take targets out in the right order.
I'd do it. I have 18 elites on my necro, and would love to try builds out that didn't use Flesh Golem, Spiteful Spirit, or Feast of Corruption.
Not that I have anything against those three, but I'd like to give these other skills a try. :)
Edit: Previous post is aged past the editing window.
elsydeon
08-07-2006, 07:56
i like the idea, give them badass greens too, say like the new uber rotscale or Tarnen the Bully; both can decimate even good parties that arent prepped for them
Blobulator
08-07-2006, 08:33
One boss I'd love to see implemented is Rodgort. Its almost probably already been said, but he should be a fire elementalist version of Rotscale, and match the picture on the Rodgort's Invocation skill.
Maybe throw him somewhere in the Fire Islands, if not just somewhere else, maybe the Maguuma Jungle? Not really sure on location but he should use both of his skills named after him, probably surrounded by hydras and fire imps and such, all the goodness of fire :laugh: and he should drop maybe an energy storage or a fire weapon of some sort.
the true gangster
08-07-2006, 09:42
Iv only read the last page, but a good boss would be a glint like boss, ie take glint, buff her and remove her ovious weaknesses [like, at the moment you can just interupt the **** out of her->GG glint].
I dont want any greens or l33t rewards, at all, I just hate it when you have to fit some cliche build with useless players, I prefer good players with more unique builds, thats why I love the titan quests [Ill admit there is a bit of cliche builds here].
Also I want something where most concepts work in excuted properly with good players, um that is not worded correctly but I hope you get what I mean.
Findariel
08-07-2006, 11:26
Why is everyone so concerned about l337 greens .. I'd like to have more Glint and Rotty like bosses even just for challenge sake.
Why always 12 lvl 24 or 28 monsters with hardly any heal that's - AGAIN - favouring tanking/nuking/MM/healing and not another kind of challenge in the form of very tough bosses? It would certainly add some variety and force people to think outside their narrow boxes.
mbourgon
11-07-2006, 23:59
Why always 12 lvl 24 or 28 monsters with hardly any heal that's - AGAIN - favouring tanking/nuking/MM/healing and not another kind of challenge in the form of very tough bosses?
That'd be cool. At the same point though, I did Rotscale the other night with an pet/interrupt build. Worked quite well - he rarely damaged us, so healing wasn't a huge issue, and the pets soaked up the remaining damage quite admirably.
That'd be cool. At the same point though, I did Rotscale the other night with an pet/interrupt build. Worked quite well - he rarely damaged us, so healing wasn't a huge issue, and the pets soaked up the remaining damage quite admirably.
Thats basically what happens with all the really hard things. So far we have rotscale and glint both of which are bewittled to twapping them to death because once you interupt every skill they use all thats left is the large amount of hp being reduced to nothing little by little. I imagine how hard either one of them would be if they had some super interupt immunity? We'd have a thread 1000 posts long griping about how hard the bosses is because of it.
Rockweaver
14-07-2006, 10:24
i love the harder boss and it is a great way to get the players to head off into the great unknown. in c1 we had the villany quest to send us off into the dark. more is better.
cloudbunny
18-07-2006, 11:53
I'm forced to wonder just how many people would take advantage of them anyway. I mean, how many people do you know that will get started doing raids for the fun of it? I'm sure there are some, but I'm not sure there are enough, ....
Well, most of my friends would fit into that category. We all got more than enough of gold/weapons and play for the social and challenge aspects of the game. I bet there must be more people like us, who want to do something else than just farming for gold/items?
Regards,
Cloudbunny
Thalanor Thornhale
18-07-2006, 23:42
Instead of harder (high-level bosses), I would welcome smarter bosses :-) To be owned by a level 19 NPC with superior skills....
Shokk Mjollnir
19-07-2006, 03:30
Rodgort would be nice, especially in like kryta so he could "Burninate all the people.. and their Thatched-roof COTTAGES!!!!!!!!!!THATCHED-ROOF COTTAGES!!!!!!!!!!!" or like some smarter human-ish bosses...like in nightfall, there could be some awesome rogue dervish(es) that instead of becoming embodiments of the tyrian pantheon become embodiments of Dhum(sp?) or Menzies....or mobs that have some decent form of healing and they ALL had FULL skill bars...that would be very nice. Personally, i REALLY want more dragons....all there is is glint...and i dont like saltspray dragons...they dont count., i want to take down some like...western dragons,and one that are still alive...as in..not dracoliches
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