Ravudha wrote: » For Diablo 4, it looks like stun effects continuously applied by multiple players build up and can eventually stun bosses. Do you think this kind of mechanic could work well for MMO bosses? Thoughts?
Mesis wrote: » It works in Guild Wars 2 and is a core mechanic of many fights
Tsukasa wrote: » Not a fan of the idea of bosses getting CC'd from skills. Does that mean I want CC-focused classes to be useless? No. CC classes should be viable for damage multiplication debuffs or slowing down minions.Suggestion from Dragon Nest: Freeze debuff increases damage taken on the frozen target and it can stack twice. This mechanic put Ice Witch class in the supportive role. It's very original, fun and efficient. Bosses can move while frozen. Am I brainwashed by this game? No. I recently played Dauntless(another action combat) for few months and was annoyed by the staggering mechanics. It made the game too easy. No, no no to CC on bosses.
Caeryl wrote: » Tsukasa wrote: » Not a fan of the idea of bosses getting CC'd from skills. Does that mean I want CC-focused classes to be useless? No. CC classes should be viable for damage multiplication debuffs or slowing down minions.Suggestion from Dragon Nest: Freeze debuff increases damage taken on the frozen target and it can stack twice. This mechanic put Ice Witch class in the supportive role. It's very original, fun and efficient. Bosses can move while frozen. Am I brainwashed by this game? No. I recently played Dauntless(another action combat) for few months and was annoyed by the staggering mechanics. It made the game too easy. No, no no to CC on bosses. Bosses NOT being susceptible to CC is idiotic. It removes half of the role of support classes when bosses are unstoppable monstrosities for literally no reason other than being a boss. A conjoined effort from multiple players should be able to CC anything in some way. A CC bar doesn’t seem particularly effective for intuitive gameplay, but a large amount of cc spells hitting a boss within a short time frame should work on to some degree. A humanoid boss should be susceptible to everything a player character is susceptible to. Monstrous bosses should have unique susceptibilities based on what they are. For example, a massive dragon could be susceptible to blinds and temporarily crippled limbs due to its size, while being highly resistant to slows and immune to stuns for the same reason. A large spider should be susceptible to slows and stuns being easily tripped up on its many legs, but resistant to blinds and crippled limbs due to having extra eyes and limbs. Nothing feels worse than seeing “This target is immune” when a stun or cc effect is necessary to save a teammate or yourself, especially when there’s nothing about the boss to suggest why it should be immune.
Tsukasa wrote: » Tsukasa wrote: » or slowing down minions while the tank is keeping the boss occupied. ^ yeah I was thinking about tanks, too, for this scenario. Edited the post to make it clear. Here too, Tsukasa wrote: » getting CC'd from skills. [/b] notice I said "from skills". There could be a mechanic for some bosses to get staggered, like focusing their head during a certain occasion(not doable all the time, otherwise too boring and easy). Caeryl wrote: » Nothing feels worse than seeing “This target is immune” when a stun or cc effect is necessary to save a teammate or yourself, especially when there’s nothing about the boss to suggest why it should be immune. If the fight is easy enough to do it 2-man party, it's unfair for the boss for your teammate to be revived. I don't see a problem here. Easy fights are boring, just get better. It's so much fun to learn the boss mechanics rather than win with a repetitive strategy that works on every other boss.
Tsukasa wrote: » or slowing down minions while the tank is keeping the boss occupied.
Tsukasa wrote: » getting CC'd from skills. [/b]
Caeryl wrote: » Nothing feels worse than seeing “This target is immune” when a stun or cc effect is necessary to save a teammate or yourself, especially when there’s nothing about the boss to suggest why it should be immune.
Wandering Mist wrote: » Caeryl wrote: » Tsukasa wrote: » Not a fan of the idea of bosses getting CC'd from skills. Does that mean I want CC-focused classes to be useless? No. CC classes should be viable for damage multiplication debuffs or slowing down minions.Suggestion from Dragon Nest: Freeze debuff increases damage taken on the frozen target and it can stack twice. This mechanic put Ice Witch class in the supportive role. It's very original, fun and efficient. Bosses can move while frozen. Am I brainwashed by this game? No. I recently played Dauntless(another action combat) for few months and was annoyed by the staggering mechanics. It made the game too easy. No, no no to CC on bosses. Bosses NOT being susceptible to CC is idiotic. It removes half of the role of support classes when bosses are unstoppable monstrosities for literally no reason other than being a boss. A conjoined effort from multiple players should be able to CC anything in some way. A CC bar doesn’t seem particularly effective for intuitive gameplay, but a large amount of cc spells hitting a boss within a short time frame should work on to some degree. A humanoid boss should be susceptible to everything a player character is susceptible to. Monstrous bosses should have unique susceptibilities based on what they are. For example, a massive dragon could be susceptible to blinds and temporarily crippled limbs due to its size, while being highly resistant to slows and immune to stuns for the same reason. A large spider should be susceptible to slows and stuns being easily tripped up on its many legs, but resistant to blinds and crippled limbs due to having extra eyes and limbs. Nothing feels worse than seeing “This target is immune” when a stun or cc effect is necessary to save a teammate or yourself, especially when there’s nothing about the boss to suggest why it should be immune. The reason why most bosses can't be CCed is that it would defeat the point of having a tank. Why have someone intentionally take hits from the boss when you can just CC it whenever it does a big attack? If you want CC to be used in boss fights you have 2 options: 1. CC-able adds that need to be managed throughout the fight. 2. Making the boss susceptible but only at very specific points in the fight (through the use of a CC bar).
Tsukasa wrote: » @Caeryl You were talking about saving a teammate(I assumed CC then revive/heal/too much kiting). If not 2-man party then the other members should be able to keep the boss busy long enough. I don't really disagree with the rest, so nothing to say until we see by ourselves(alpha1?). For melee classes, hard CC a boss usually means a chance for an all-out spam when they won't fear animation locks and such things. It narrows the gap between good and bad players. I hate this.
Fooshyy wrote: » I like stun bar.
Nagash wrote: » Fooshyy wrote: » I like stun bar. I like to stun with a bar
Healawin wrote: » Wandering Mist wrote: » Caeryl wrote: » Tsukasa wrote: » Not a fan of the idea of bosses getting CC'd from skills. Does that mean I want CC-focused classes to be useless? No. CC classes should be viable for damage multiplication debuffs or slowing down minions.Suggestion from Dragon Nest: Freeze debuff increases damage taken on the frozen target and it can stack twice. This mechanic put Ice Witch class in the supportive role. It's very original, fun and efficient. Bosses can move while frozen. Am I brainwashed by this game? No. I recently played Dauntless(another action combat) for few months and was annoyed by the staggering mechanics. It made the game too easy. No, no no to CC on bosses. Bosses NOT being susceptible to CC is idiotic. It removes half of the role of support classes when bosses are unstoppable monstrosities for literally no reason other than being a boss. A conjoined effort from multiple players should be able to CC anything in some way. A CC bar doesn’t seem particularly effective for intuitive gameplay, but a large amount of cc spells hitting a boss within a short time frame should work on to some degree. A humanoid boss should be susceptible to everything a player character is susceptible to. Monstrous bosses should have unique susceptibilities based on what they are. For example, a massive dragon could be susceptible to blinds and temporarily crippled limbs due to its size, while being highly resistant to slows and immune to stuns for the same reason. A large spider should be susceptible to slows and stuns being easily tripped up on its many legs, but resistant to blinds and crippled limbs due to having extra eyes and limbs. Nothing feels worse than seeing “This target is immune” when a stun or cc effect is necessary to save a teammate or yourself, especially when there’s nothing about the boss to suggest why it should be immune. The reason why most bosses can't be CCed is that it would defeat the point of having a tank. Why have someone intentionally take hits from the boss when you can just CC it whenever it does a big attack? If you want CC to be used in boss fights you have 2 options: 1. CC-able adds that need to be managed throughout the fight. 2. Making the boss susceptible but only at very specific points in the fight (through the use of a CC bar). This is only really an issue under the assumption that CC abilities are widespread and have quite low cool downs which i believe would be a terrible design decision to make anyways. Having a massive amounts of easily accessible stun mechanics is the easiest way to destroy the pvp aspect of any mmo game. However, if stun mechanics are scarce with long cool downs and require multiple simultaneous activations from different members of the group, this adds an extra layer of depth to boss fights mechanics, ultimately making the experience more interesting and the skill ceiling higher. The devs could even make certain mechanics on boss require party coordinated CC to prevent wipes on specific 1 hit mechanics. Also, as you said, its very easy to just make some boss attacks or mechanics uninterruptible if the devs feel that CC would cheese the experience. In those instances they could just add an aura or some other notification on the boss that represents to the players that CC will not be effective for a certain amount of time.