Metakirby -> RE: =AQW= Server playstyle preference (5/3/2017 11:23:53)
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quote:
I'm not sure whether to be excited or terrified of a DeathMode Binky. Deathmode Binky: Same as usual, but every 100k damage done, he activates ALL abilites at once. That's another thing about monster abilites, Binky, as hard as he is, it's mostly due to the totally random, usually party wiping nuke. There's no reaction time whatsoever, no warning that's like "Binky charges his Shadow Attack, be wary", it's just "Boop" and everyone gets murdered, for the most part. Ultra Brutalcorn is interesting and fun in that case, when he stops attacking for a couple seconds, he's telling you "if you don't prepare for this, you are a dead man". All the enemies with counter attacks (except Binky), actually has a pattern, so you have at least an idea of when it happens and you can prepare for that moment. Tibicenas and Wolfwing have similar abilites, both have a pattern of when they reach x amount of hp, they activate their life drain ability and the berserk is also activated at a set amounf of life. Kitsune is just no, pls no, litteral timesink, it was probably a good idea back then, when not every class had outstanding healing and we had limited classes that were dedicated to healing and it was a real endurance test, nowadays it's just a litteral timewaster. It would be interesting if a boss used it's mana and it regenerated mana like the Warrior regen model and once it reaches max mana, it uses one of serveral devistating abilites, not instant kill abilites like Ultra Alteon or Binky, but stuff like decreasing the party's healing and gaining increased damage as well as getting AoE attacks for a period of time, giving everyone Curse of Blades (the oh so popular Doomkitten ability), a lesser AoE nuke with various side effects applied, (heavy loss of haste, crit damage, hit chance etc.), increasing mana costs by 25-50% for a period of time, possibly stealing ALL buffs that the party has on at that moment in time (their cooldown will end as it usually would) and giving ALL the current debuffs to the whole party (no Archpaladin Shenanigans here[;)]). This last one might sound way too powerful, but buffs/debuffs rarely lasts more than 10-15 seconds if not reapplied, so as long as you do NOT have a fully stacked Archpaladin, you should be fine. Shaman would also have an interesting "synergy", so to speak. All of these abilites can of course come in rapid succession if you hit him fast enough, which leads to an interesting conundrum, it also benefits less spammy classes, which are usually the top classes nowadays. This would make you rethink what class you would actually want to use, higher haste wouldn't necessarily be a good thing. This boss should of course have a decent health pool, so it has the chance to do the various abilites multiple times before dying. It should also have some nice rewards at the end, to make it worth the trouble. Not a random drop, but possibly a token of sorts for a merge shop and if you get enough, you can get some epic gear. I feel it's more enjoyable if you know when a boss unleashes a super powerful, possibly party wiping ability (going back to the comment about Binky). None of what I suggested is an instant partywipe, unless it happens under certain circumstances of course. Making an enemy that just hits hard by default is not a good way of making a challenging boss. We have Void Highlord and Archpaladin that can litterally solo anything that is meant to be killed in the first place.
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