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Re: What surprised you in the FireBrand fight?
Everything done from the dragon was expected, when i think of a dragon its hard to be really surprised since people know what to expect from them. Its good they have the dragon seeming to use some magic which make me think dragons dogma
It doesn't mean its bad of course even more so if you are looking at the level of that kind of boss fight.
When i think Elden ring bayle doesn't do anything special and just does dragon stuff but its very epic feeling to me atleast. But at the same time i don't expect a young dragon to be bringing super epic end game raid boss vibes. Their dragon looked amazing but do to the terming with it being a young dragon i expect other color variants and such and not fully akin to a unique dragon.
https://www.youtube.com/watch?v=1v_Qp8Xn0m8
*edit of course there are tons of cool things you could add to the fight, but I feel atm we are mainly going to be seeing introduction level bosses (that will have more heavy on the side of gear check difficulty) then more complex mechanics.
Imo there should prob be a few more stronger attacks that it doesn't use very often which will lean towards being able to wipe out zergs (if it uses it more often). And having player bodies making it more difficult to get around and dodge the attack.
It doesn't mean its bad of course even more so if you are looking at the level of that kind of boss fight.
When i think Elden ring bayle doesn't do anything special and just does dragon stuff but its very epic feeling to me atleast. But at the same time i don't expect a young dragon to be bringing super epic end game raid boss vibes. Their dragon looked amazing but do to the terming with it being a young dragon i expect other color variants and such and not fully akin to a unique dragon.
https://www.youtube.com/watch?v=1v_Qp8Xn0m8
*edit of course there are tons of cool things you could add to the fight, but I feel atm we are mainly going to be seeing introduction level bosses (that will have more heavy on the side of gear check difficulty) then more complex mechanics.
Imo there should prob be a few more stronger attacks that it doesn't use very often which will lean towards being able to wipe out zergs (if it uses it more often). And having player bodies making it more difficult to get around and dodge the attack.
Mag7spy
1
Re: Instanced Content Should Not Offer Power Gains
It’s 20% of content so quite frankly who cares if it’s also getting rewarded for clears and engagement?
The open world will be just fine
The open world will be just fine
Caeryl
2
Re: Instanced Content Should Not Offer Power Gains
There is lots of ways to make instanced content be meaningful without hurting open world content. They can each have their own carrot.
Re: Instanced Content Should Not Offer Power Gains
Correct me if I am wrong but there is not only power gain from instanced PvE (which to my understanding is done for more carefully orchestrated story events) but also for PvP already in the form of Castle and Node Sieges. Pillaging a Node or becoming King of the Castle and its 3 Castle Nodes plus loot sounds like quite the power gain to me, just not exclusively in combat power, right?
So having such specific events occur in instances might be due to: Simply not being possible in an open world (in a technical or an organisational way) or in case of a node siege because that would just ruin the idea of node siege in general with infinite players being able to join randomly... and primarily on the attacking side skewing the balance heavily in one direction disincentivizing defenders to show up.
So having such specific events occur in instances might be due to: Simply not being possible in an open world (in a technical or an organisational way) or in case of a node siege because that would just ruin the idea of node siege in general with infinite players being able to join randomly... and primarily on the attacking side skewing the balance heavily in one direction disincentivizing defenders to show up.
Kilion
1
Re: Instanced Content Should Not Offer Power Gains
What if the instanced part would provide things which are not sufficient to produce the whole?
Like when you make a sword, the materials for the hilt could come from instanced PvE but the blade would require always open world PvP.
Like when you make a sword, the materials for the hilt could come from instanced PvE but the blade would require always open world PvP.
Otr
2
Re: [Feedback Request] Alpha Two Citadel of the Steel Bloom & Firebrand Preview | August Livestream
Coming back to this with more thoughts, or I guess a tldr of my feelings about the dragon fight: underwhelmed.
Watching the fighting was, quite honestly, somewhat boring. The overblown player effects paired with the empty, flat arena and a dragon that had no standard cleave attack, just made the whole thing not look threatening from a visual perspective, even when I saw hp bars going down in the UI.
I really think the visual design is going to need severe adjustments when there’s next to no significant differentiation between hostile mob effects and player-cast effects. Or, even worse, if the hostile effects are overpowered by the friendly effects during combat.
Watching the fighting was, quite honestly, somewhat boring. The overblown player effects paired with the empty, flat arena and a dragon that had no standard cleave attack, just made the whole thing not look threatening from a visual perspective, even when I saw hp bars going down in the UI.
I really think the visual design is going to need severe adjustments when there’s next to no significant differentiation between hostile mob effects and player-cast effects. Or, even worse, if the hostile effects are overpowered by the friendly effects during combat.
Caeryl
1
Dünir bard fanart
This is a piece of my Dünir bard character, Torinn Ramheart. Art is by @ranzinzacinza on instagram/tiktok.
Re: Instanced Content Should Not Offer Power Gains
Agreed.
I'm not against there being "ultra hard instanced PvE encounters" to satisfy people that want that thing, but they should never reward power. Have it reward cosmetics or titles or achievements and stuff like that. That way you can still show off that you beat this difficult instanced PvE encounter.
People shouldn't be rewarded with power in a Massively Multiplayer Online game by locking themselves in an instance away from 99.9% of the rest of the server. Where's the Massively in that?
I'm not against there being "ultra hard instanced PvE encounters" to satisfy people that want that thing, but they should never reward power. Have it reward cosmetics or titles or achievements and stuff like that. That way you can still show off that you beat this difficult instanced PvE encounter.
People shouldn't be rewarded with power in a Massively Multiplayer Online game by locking themselves in an instance away from 99.9% of the rest of the server. Where's the Massively in that?
Talents
6
Re: Instanced Content Should Not Offer Power Gains
Im fine with instanced dungeons. I think they have an important place for certain mechanics that would be otherwise impossible in an openworld dungeon.
However I dont think you need to add BiS gear or anything to them.
I think transmogs and story arcs impacts would be enough.
However I dont think you need to add BiS gear or anything to them.
I think transmogs and story arcs impacts would be enough.