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Make him summon some Fragments of Maldora. When they hit with any of their spells, have him regenerate 1% of his health.
So if you can't kill a boss he becomes harder to kill? I could see this working on low-level bosses but on maldora [who if you're unlucky can conceiveably hurt you from 800 hp to nil] it would be ridiculous to reduce players damage by a whole quarter. If this idea was put into place it would have to be customised for each boss imo.Thothie said:Well, I'm looking into the "boss learns your tactics" type thing, and it seems doable. The way I've currently have it written up, the boss becomes 25% resistant to your damage each time he kills you, until he's immune.
Thothie said:Well, I'm looking into the "boss learns your tactics" type thing, and it seems doable. The way I've currently have it written up, the boss becomes 25% resistant to your damage each time he kills you, until he's immune. So, basically, you get four chances, after that, all you can do is shoot minions, heal buddies, and maybe slow the boss with blizzard and such - but you can't damage him, and thus most likely won't get picked for the Arti-chest (coupled with the dmg points nerfs for IS/HC). It tracks by SteamID so you can't escape it by reconnecting.
This both discourages dieing to the boss, and lets n00bs know when a boss has defeated them (ie. when they, and all their buddies, can no longer damage him, they've lost.) Without creating a situation where more players are less effective than few.
The massive regen while players are away I like too, but it's tricky to arrange the way some boss rooms are setup. Maybe if the boss hasn't been damaged in awhile instead... Less tricky, although hard to balance.
I'm sure Thothie meant that the boss would only become immune to said sword attack from that "n00b", not all players. I also agree though that it should be 20%, not 25%, therefore giving you 5 chances with a weapon/spell type.Picadilly said:You're telling me that it somehow is justified to go through loda-1, loda-2, loda-3 just to have some noob die using a sword attack and have all sword attacks rendered useless?
It's about the amount of time a player needs to heal up without being attacked when not using a potion and out of mana, so it seems well-balanced.The Man In Black said:Regen when no players hit: 10% 30 seconds
I don't know what the devs think about this, whether they see it as a problem or not. But if it's to be stopped, I can think of 2 options:Durak said:I think that's a little rediculous when I see level 20s running around with AoB, thornbow, novablade, and helms of stability.
Skillasaur said:Niether the new boss regen system or any of the proposals so far would actually aim to fix bosses whose main ability is knockback.
The latest patch improved the Potion of Stability to give protection from drunk, poison stumbling (but not the poison), lightning stumbling, AND knockback attacks. Shouldn't that change make stocking up on and using these a viable new tactic against these bosses?MAR2008b Changelog said:⢠Potion of Stability
- Now provides protection against all stun attacks, all drunk attacks, and all push attacks (save for map brushes)
Trade is one of the most community oreintated parts of this game so methinks that'd be a bad idea.Make rare items "Soulbound" (yes stolen from WoW ) e.g. only the player that takes the item from the Artifact Chest (as it would only really apply to items from artifact chests) can keep the item - it's destroyed if dropped. The corresponding ticket for the item would have to be soulbound too.
I've yet to see a Potion of Stability in-game personally but consumables have always been a valid tactic [but with bosses like maldora or atholo most consumables aren't worth it. Stability could change this tho.]subenji99 said:Skillasaur said:Niether the new boss regen system or any of the proposals so far would actually aim to fix bosses whose main ability is knockback.
The latest patch improved the Potion of Stability to give protection from drunk, poison stumbling (but not the poison), lightning stumbling, AND knockback attacks. Shouldn't that change make stocking up on and using these a viable new tactic against these bosses?MAR2008b Changelog said:⢠Potion of Stability
- Now provides protection against all stun attacks, all drunk attacks, and all push attacks (save for map brushes)
Another problem is it will get to the stage that if too many players die people will reset map.
Healing used to be 1:1 ratio for healing players. The problem quickly appeared that any two players could take any monster several dozen levels beyond their normal ability without any effort, hence the nerfage. ...On the other hand bosses are better at dealing with that than they used to be (knocking players about and such), so I might try reducing the divider.The best way to encourage more people to play in groups is to increase healing and ice sheild qualities for groups - not nerfing how bosses respond to players or aleinateing players by making the bosses immune to them. Right now with divination level ~20 and SC 18 I heal for 17.00 hp. The average player my level has around 600hp [and it's not as if HC (SC 20 required!) is easy to get.] Not to mention the fact that if a player is moving it's hard to heal him/her anyway.
Kinda OT â but since it keeps coming up â I donât have a way, currently, of stopping players from equipping armor. I *might* be able to rig it so the resistant magic helms (stab, fire, ice, etc) have an SC requirement for their effects, and similar with AoB. The Novablade should have a req of 20, me thinks, so if the person is specialized in sword, yeah, he could use one, although the spec abilities would be beyond him.I think that's a little rediculous when I see level 20s running around with AoB, thornbow, novablade, and helms of stability.
*sigh* Now I have moved the DS to a special damage category of âDark Energyâ, under the idea that âDark Energy damages anything and everythingâ â so it can be used against creatures immune to other forms of energy. Some creatures might be resistant, but nothing would be immune to it, save those creatures that are immune to everything (ie. in god mode). Now, I think the DS is the only viable tactic for Maldora (whoâd Iâd like to stop talking about as this isnât just about him) that a high level character is liable to have on hand (Gr/Go Axe is valid too, but most high enders have given up their Gr/Axe for elemental weapons.) I think itâs asking a bit much to have players plan their journeys out, âIf weâre going to go hit Maldora, we should un-ticket some of our non-elemental weaponsâ Given the game time that consumes, short of putting a bank in Lodagond, I donât see it happening.Various b*tching about the dark sword
Picadilly said:Three, I see ppl complaining about: "Waah, level 21's have PA's and AoB's and DS's... boo hoo..." Look, these guys didn't go solo wicard or loda-1 and get these things. Their guilds got them for them. Plain and simple. Tired of seeing low level kids running around with rares you can't get? Join a guild that makes getting rares for their players a priority. For all the crap TFL takes, I can say without apprehension that they will grind wicard until every last one of their players has a PA, even if it takes dozens of hours, and even if all of the players have PA's except one. IMO, until there's a reason to join guilds besides farming (a.k.a. guild wars and quests), farming shall remain the primary motivator.
Picadilly said:Four, Maldora is a grind plain and simple. Hit him long enough, he dies, no doubt about it. But, giving him total immunity to a certain kind of attack is insane. You're telling me that it somehow is justified to go through loda-1, loda-2, loda-3 just to have some noob die using a sword attack and have all sword attacks rendered useless? I've seen how the bandit boss in the_keep gets immunity from elemental effects from some jerk hitting him with LiB after we've repeatedly warned everyone, "don't hit him with elemental weapons". I can really see where this immunity will lead to. IMO, if the boss is there, he's meant to be killed. If you don't want to see him die, just make him invincible in the first place.
Picadilly said:Five, all maps have level requirement guidelines. Ever think of making these restrictions? You'd cut out a lot of the crap people complain about just by ensuring that people don't join maps that they don't belong on. I mean, by the time you reach level 40, you probably understand the concept of death penalties, know what I mean? I don't necessarily mean free-roam style maps like nightmare_thornlands and to some extent bloodrose, etc. What about if only players of a certain level could enter the emerald keyed entrance? Lower levels could still go along and fight Slithar, but would have to sit the big fight out. Fair? Not sure. Would cut out a lot of crap and whining? Absolutely.
The Regen on Kill system does more to harm that than the proposed Tactic Learning system. Itâd be more accurate to say what I want is for players to realize they are defeated sooner. I donât want, for instance, as Iâve seen before, four level 20âs to throw themselves at the bandit boss for three hours before they realize itâs hopeless. Eight level 20âs, on the other hand, should be able to take him. They canât, with the Regen on kill system, because they feed him too quickly.That's what I find most people like about the game in the low levels. Being able to grind down monsters.
Iâd rather low and high end players be able to work together. Iâd like low end players to be able to act as support units in certain situations (so long as they are high enough to at least stay alive). I donât want them to be a burden, as they are under the Regen on Kill system.etc. What about if only players of a certain level could enter the emerald keyed entrance? Lower levels could still go along and fight Slithar, but would have to sit the big fight out. Fair? Not sure.
Thothie said:Iâd rather low and high end players be able to work together. Iâd like low end players to be able to act as support units in certain situations (so long as they are high enough to at least stay alive). I donât want them to be a burden, as they are under the Regen on Kill system.
They have 100% damage like everyone else, until they get killed by the boss. It tracks by steam id, so rejoining has no affect.villager said:Oh, that's even better, but what about the people who just joined the server during the boss fight? :\
Thothie said:Actually, one situation I could see lower level characters being VERY useful for, if you didnât have to worry about them feeding the boss, is dealing with minions.
Thothie said:II donât want, for instance, as Iâve seen before, four level 20âs to throw themselves at the bandit boss for three hours before they realize itâs hopeless. Eight level 20âs, on the other hand, should be able to take him. They canât, with the Regen on kill system, because they feed him too quickly.
Sabre said:The problem with this notion is the fact that most low-end players cannot use HC, and their regen/ice shield is not powerful enough, or long lasting.Thothie said:Iâd rather low and high end players be able to work together. Iâd like low end players to be able to act as support units in certain situations (so long as they are high enough to at least stay alive). I donât want them to be a burden, as they are under the Regen on Kill system.
Sabre said:Thothie said:Actually, one situation I could see lower level characters being VERY useful for, if you didnât have to worry about them feeding the boss, is dealing with minions.
Most of the bosses that need teamwork either have no minions(Runegahr), invincible minions(UberReaver), or minions that dispatch anyone into a pit of doom(Atholo). Not too sure about Maldora, but if he does have Fragments as minions(as I have heard), then I doubt the lowbies will be of much use there; their distractions most likely would not last long, in essence.
FER said:If you want to see NPCs that train your stat for some gold, then we gotta get an economy reset first, along with fixing several money exploits