Greetings, glorious testers!
Check out Alpha Two Announcements here to see the latest news on Alpha Two.
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Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Comments
World bosses should be the pinnacle of difficulty, and gear progression. They will be the acid test for the PVX model in Ashes I think.
Have scouts, form alliances with other guilds, communicate with each other and be prepared.
PvP is not only about numbers, by having eyes on potential groups you can either run off or prepare for battle. People have forgotten how much influence good communication can have in PvP.
Forming a good community will be key to achieving your personal objectives in Ashes and this will for sure be the case for raid bosses.
If they allow the best content to be open world, best believe I will be bringing 300-1200 people with me to shut you down lol. You are absolutely incorrect that pvp is not about numbers. It will be a steamroll on whatever node I want to control. Just like someone can form an alliance to stop a zerg, so can other guilds form an alliance to zerg. Even if evenly matched, try killing a raid boss while fighting an equal number of players. It would be cancer to get any content done without going extreme and doing "late" raids....which I feel is more than we should have to deal with as players. This is a game, not a second job.
There are a lot of challenges with this. If during the first phase of a boss there is more than one raid in the designated boss zone, then it does its normal mechanics but also pulses an ever increasing AOE. The purpose of the AOE is mostly to not allow people to just heal through it, but also forcing stealthers out so that they can't stick around for forever. The increasing AOE also serves as a sort of enrage timer, eventually being a one-shot. If you were to try to zerg it, the boss recognizes the number of players around them and either one-shots everyone in the room, or simply leaves, like flies away, burrows underground, escapes into a side room and shuts the door, something. This makes for an anti-zerg mechanic.
While there are plenty of potential issues that exist the biggest one that I see is What happens after you've successfully defeated the other players, you've fought tooth and nail, and your raid team one, but 10+ of your raid are dead. Do they auto-rez? Do they get the option to run back and enter the room? Can you rez them during combat?
Furthermore, this stops raids from kiting bosses back to Metropolis nodes and killing them there by zerging them too, granted that can be solved by leash ranges.
I'm not a game dev, so this is literally me putting 30 minutes of thought while also watching a random twitch stream, so idk. Take it or leave, idc. XD