Dygz wrote: » Size doesn't matter. I think I'd prefer the harder fights to be due to the boss also having a group. And there should be some rock-paper-scissors challenges from their abilities. Time should not be the primary factor to worry about for wear-down. And, I don't think it should be about "making a mistake". Players should have to counter the mob builds and abilities - and Ashes says those configurations will change session to session - which means players can't just base ther strategies on the guides they found on Google or rely only on the exact same tactics that helped them win the last time they defeated the boss. I'm a hardcore time player, so... I'm OK with boss fights taking 30+ minutes. I expect to be able to eventually figure out a winning strategy - although... sometimes, we should need to retreat and perhaps acquire different gear or maybe bring more players. But, there should also be engaging content for casual time players who only have 30 minutes to play.
NiKr wrote: » I'd prefer the difficulty to come from requirements of proper cooperation, be it through synergy abilities or purely positioning and movement. And I would love if bosses had "more than one hand". If a mob is huge, its reach should be bigger than just to the tank. I'd prefer something like the SAO's skeletal scorpion boss fight where they needed 2 different players to tank each of the claws of the boss. If that particular thing is impossible in the current engine, I think it could be replicated by just super fast double attacks where the second hit goes towards the second player on the threat list (or at least the one who's right next to the boss).
Azherae wrote: » Your answer DOES imply 'how fast can it wear you down', but once synergies start getting involved in games where synergies are a path to damage, it could also be perceived as 'how fast can we kill it', y'know?
NiKr wrote: » Azherae wrote: » Your answer DOES imply 'how fast can it wear you down', but once synergies start getting involved in games where synergies are a path to damage, it could also be perceived as 'how fast can we kill it', y'know? Yeah, it's a bit of both for me. You need to constantly control the "how fast can we die" part, and then at certain points you'd need to cooperate correctly and timely in order to overcome a small timer before the boss becomes even harder. So pretty much the plain "boss has stages and becomes harder with time", but with a bit more control of how hard it becomes by the players. And ideally the boss' triggers would be randomized and their amount would be at least twice of what's required for a single kill. So that players need to always be on their toes. The triggers would probably have to come at random times within an hp window too. So I'm pretty sure this is just a semi-hard boss from any given good pve game
Azherae wrote: » Thank you, and yes, noted, that's my bad. At the level I normally play games at, being an 'Extreme Hardcore Challenge' player in most games, 'not adapting in time when you have the capacity to do so' is generally treated as a 'mistake'. But you're absolutely right, that when one goes down to 'Average Challenge' games like BDO (bosses only, except their newest one) 'making a mistake' means something different, i.e. 'Don't stand in the fire!' -> 'Oh snap there was FIRE, my bad..." (please correct me if this distinction is WAY off)
Dygz wrote: » Azherae wrote: » Thank you, and yes, noted, that's my bad. At the level I normally play games at, being an 'Extreme Hardcore Challenge' player in most games, 'not adapting in time when you have the capacity to do so' is generally treated as a 'mistake'. But you're absolutely right, that when one goes down to 'Average Challenge' games like BDO (bosses only, except their newest one) 'making a mistake' means something different, i.e. 'Don't stand in the fire!' -> 'Oh snap there was FIRE, my bad..." (please correct me if this distinction is WAY off) Well... I think it shouldn't really be so much about "making a mistake". That's what leads to the toxic behavior of kicking people who don't follow the most efficient tactics available. In an RPG, there should be a variety of winning strategies - that also allow for a variety of class combos - and then each group has to figure out how to synergize the abilties and tactics they have to find a strategy that works for them. To me, it shouldn't be about who made a mistake, rather it should be about discovering how we can best synergize our abilities for the specific encounter. And that should also not be the same static rotation that wins every encounter unless someone makes a mistake. The challenge should be learning how to defeat the encounter with the players who are with you - covering each others' flaws while bolstering each others' strengths. But, I am a Casual Challenge/Hardcore Time player. And I'm confident that, given enough time, my group(s) can find a winning strategy to defeat any mob encounter. Might be that Hardcore Challenge players prefer to drastically narrow the number of winning strategies so most players fail if everyone is not playing their absolute A game. Because that helps trigger the arenaline rush Steven loves.
Azherae wrote: » With that boss in mind, you're still in the middle, right?
NiKr wrote: » Azherae wrote: » With that boss in mind, you're still in the middle, right? If adding a super difficult way to control that randomness somewhat is middle, then yeah. So maybe a way to either prevent or delay that head detachment through very precise cooperated actions or smth like that. Could probably be a "move the true hardcoreness to later if you think that you have enough dps to outlive it" kind of thing. So you could either ignore the early head detachment (if it comes early) because you think that you can survive it for a long time, or you do some action to delay it but then the head's abilities hit harder or activate more frequently or whatever, and you hope that you have the dps to bring down the boss before the head obliterates you. I hope that made any kind of sense tl;dr some player agency with a backdrop of maximized randomness. A bit of an oxymoron I guess, but that's just the way I'd prefer the difficulty to be.