Glorious Alpha Two Testers!
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Dungeon Patterns
I didn't see anything about this but I hope there will be some variety to dungeons and raids maybe the bosses having 2-3 different movement/combat patterns so that 1 strategy created by somebody wont be able to work every single time, I just feel like further down the line people become so accustomed to it that it feels more like a chore when you do a certain dungeon for the x0th time.
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Comments
I found some dungeon patterns for you-oh, shoot.... I gotta stop writing my replies after only seeing the title....
I would think that the basics of any given fight would stay the same. If an encounter is split in to three phases - each with it's own mechanic - I'd expect that to stay unchanged.
What I see them doing is leaving the encounter script in place, but alternating the actual abilities the encounter has.
In terms of how it's made, I can see them giving encounters ability "slots". Things like a melee attack slot, AoE slot etc (and not necessarily just one of each type). From there, I see them providing a list of abilities to slot in to that encounter each time it is engaged.
If an AoE on one pull is a long range, 360 degree fire DoT, then may be the next pull of the same encounter it will be a frontal cone cold AoE dealing massive damage.
A change like that totally alters the way you deal with an encounter - even if the core of that encounter is unchanged.
The thing that concerns me with this is that if you don't know what damage type an encounter is going to do each pull, there is no real way of preparing for it.
On top of that, there absolutely will be times when an encounter is fought with a combination of abilities that makes it easier than intended. The opposite will happen with the encounter being harder than intended, but as the group/raid will likely wipe and try again, that isn't too much of an issue.
To me, this is essentially encounter design via RNG. A small amount is good, but the more RNG you put in to a game, the more of a players enjoyment you put in to that RNG.