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Bosses Attack Patterns
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01-15-2015, 02:47 PM
So I watched some videos of the game on Youtube, and noticed that bosses only use AOE based attacks that give warnings (Correct me if I'm wrong)
I'm hoping we get harder things like, fast attacks with no warnings, we don't want to see red circles every time a boss attacks. Red circles should only indicate a boss's "Special" attack.
Boss's should be less predictable/harder to figure out. If bosses only have "Warning Attacks" Then everyone would go as some sort of DPS/Damage based class. We wouldn't see any tanks etc.
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Probably it's because they're in the early stage of the game.
I'am sure that later stages bosses will be a lot harder to defeat.
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the First boss surely has like 100% attack warning , but you'll notice next boss has less attack warning (like in 2nd boss, turtle one , some attack pattern dont have warning) , i guess in the future , the boss attack will have less attack warning (only like the lethal / killing blow still have warning)
and in full party boss battle later on , i think its just almost impossible to dodge 100% attack if you are engaging with the boss , while the support still can manage to dodge 100% attack as its not fully engaged in the battle.
I think the difficulty will start after you rank up your job, as more variety comes in.
this early stage should be considered training ground / novice stage, give some new player and 1st time MMO player experience how game actually played. xD
(I guess we all telling this game has no difficulty because we all veteran to gaming, while we must consider new people / first time gamer as market to be the majority of player here)
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01-15-2015, 03:37 PM (This post was last modified: 01-15-2015, 03:43 PM by Jonas.)
(01-15-2015, 02:47 PM)NBlitZ Wrote: So I watched some videos of the game on Youtube, and noticed that bosses only use AOE based attacks that give warnings (Correct me if I'm wrong)
I'm hoping we get harder things like, fast attacks with no warnings, we don't want to see red circles every time a boss attacks. Red circles should only indicate a boss's "Special" attack.
Boss's should be less predictable/harder to figure out. If bosses only have "Warning Attacks" Then everyone would go as some sort of DPS/Damage based class. We wouldn't see any tanks etc.
Fast attacks with no warnings is just artificial difficulty. If they are really fast with no warning you won't be able to predict them unless the boss has a set attack pattern (and then what's the point..). Then it just comes down to RO, which is to outgear and/or bring enough people to be able to down it. Being one shot because you didn't have enough gear is one thing (and fine to an extent, a certain gear level should be needed no doubt). But you should also, to a reasonable extent, be able to rely on your personal skill to make an encounter easier for you than for someone less skilled/practiced by avoiding damage. There's no reason there can't be a decent chunk of unavoidable damage from a boss, unless overtuned, it adds a new difficulty level to a fight, but high speed non-telegraphed damage can not be the only source of damage from a boss. It creates a "damage boss > get damaged by boss > get healed by healer > damage the boss" type of fight.
There are plenty of ways to telegraph attacks and still make the encounter challenging, and there's nothing wrong with the earlier boss fights being easy to let people learn the game-mechanics, as it does not really function as your typical MMORPG, gameplay wise at least. Let's hope they are able to do make the game challenging without making the difficulty feel "cheap".
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We will have to wait until someone reach the 4th advancement and see how difficult everyting gets from that point
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As a reference , the boss here , has faster pace and less warning (and its still lv 20~) and as you can see there , while youre hitting and the boss ready his attack , its nearly imposible to dodge it, while his friend, can dodge it cause its not fully engaged at that time (not hitting)
https://www.youtube.com/watch?v=rAmrFltq8Rw#t=4567
about role thing , no more worries. as you see there the cleric cant deal much damage , and healing are all high CD.
so the party composition is affecting your whole party deals.
does it play safe? (more cleric) or
need some decent DPS? but less heal?
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The concerns above is actually about the tank role.
Does somebody play CBT here? If anybody does, please try to use Peltasta. Then try to use any shield or skill that can nullify boss' attack knockdown. If the knockdown can be nullified be the so-called tankers, then the role play won't be a problem. If they are still knockdowned after tanking the attack, this should be questioned further.
In a wider extent, I'm concerned about the open-field bosses. Is there an MVP system? How do we determine the drops? How do we determine the MVP? If damage given to the boss is taken into account, ranged players must surely have better advantage as they are likely to have less obligation to avoid attacks. It, thus, would be unfair for the melee DPS with high attack speed (dual wielding weapon) who has to attack continuously.
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Hopefully we get to see alot more bosses from the CBT, and hopefully the attacks are such that players can see animation/sound cues in order to react.
So far I agree that the "red warning" should be used only when the boss is going to do some really devastating attack. Simply prompting the player to gtfo from that place and dodge that.
The game pace seems pretty slow though.
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(01-15-2015, 07:40 PM)zexyan Wrote: The game pace seems pretty slow though.
i tough the same hope some bosses have a quicker attack pattern
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Let's wait a couple days and see how the later bosses look, for sure they'll be a lot tougher in comparison with these early guys. and the combat would surely ramp up in speed with more skills and such.
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