Although we encourage various methods of approach to taking on challenge bosses, certain compositions and strategies lead to them being defeated almost instantly, completely removing any challenging aspects of the fights. So starting today, all current and future challenge bosses will now have boss shields, which reduce the damage the boss takes over a set value. This cap and resistance is individually set per monster. This means that only damage you deal ABOVE the cap is reduced, and none of your other damage is affected.
I'm gonna roll in with the Infinity Knight, Dark Potion, & Arachnomancer; and DoT that boss for 233k per tick. Infinity Knight is also getting some class changes this week, and I can almost guarantee they are making the DoT duration longer, cause Infinity Knight feels so bad to play when your DoT uptime is only about 30%, so I'm hoping that boss shield will also apply to DoT.
Engineer has potential to be a great fight, but it's kinda obvious that Chronos would build up 4 Rift stacks & 10 seconds worth of damage on the drones, and then 1shot Engineer. Attack Drone could be CC'd, both drones could be debuffed, but it just didn't really come together. It raises a good question of; how should challenge bosses be handled. Now that Freeze enemy position is an official feature, challenge bosses will have to be designed under the assumption that they do not move. For that reason, I do think it would make sense for every class to be able to attack the boss at all times, regardless of range. I liked the idea of Engineer being immune while other mobs are alive, but I don't think it worked as well as it could have, because it was often hard to target the Drones when they respawned, and it was sometimes difficult to see when they did respawn. Similar to how we have a dropdown list of our own party members, it would be useful to have a dropdown of the enemies, or at-least, a functioning tab-target.
I do wonder if it's possible to do things like, force a wipe if any pt member dies, or force a full-heal on the boss if any pt member dies. I don't even know if bosses can increment stacks on themselves from their own actions, but if they can, you could have a mechanic based on those stacks, like the boss becoming stronger from each stack gained by his own autoattack (and we would counterplay that by dodging, or by reducing his haste). or a mechanic where the boss gains 1 stack when we use skills, but loses 1 stack when we autoattack him, and each stack gives the boss 5% more to their boss shield. & maybe 20 stacks will just wipe the party immediately.
If there were a way to force us to use certain classes, then bosses could be designed for those classes. e.g., a boss for 4 players that can only use 1 healer, 1 warrior, 1 rogue, and 1 mage. I do think some kind of class limitation is neccessary for a challenge boss, because there are many classes that just give a +30% buff to everything, and a huge heal, and big mitigation, and big damage.
But for a boss challenge that can be done with the systems currently in the game; here's what can be done.
release a challenge boss, as well as something else (less challenging mini-boss, or pack of mobs) with a daily quest.
doing the daily quest lets us buy and upgrade a new weapon. This weapon has a damage boost to a new enemy tag, and the challenge boss has that tag.
for example, the challenge boss could be the Bacon Orb Champion (with the enemy tag Bacon), and the new weapon gives Damage to Bacon+%.
each upgrade of the weapon gives it more damage to Bacon+%
can't buy the weapon yet (people will use NSoD or Apotheosis for +50% damage)
base weapon: +50% (together with Archfiend DoomLord, people can do +102.5% damage
upgrade 1: +80% (together with Archfiend DoomLord, people can do +143% damage
So the challenge is designed around people having this weapon highly upgraded. But if people want to get together and take on the challenge before they have the weapon, they can. Although the challenge boss could have certain mechanics or DPS checks that make it impossible on Day 1, but that's completely fine. It would be better if the daily quest for this kind of system was a cumulative daily quest (so it can still only be done once per day, but if you didn't do the quest for 3 or 5 or 15 days, you could then complete the quest that many times). You could also make the Boss Shield apply very early, like, any damage above 1000 is reduced by 90%, but each upgrade to the weapon increases its damage to Bacon by a huge amount, like 200%, & that would ensure that it's basically impossible on Day 1. But as players upgrade the weapon and try the boss again, they would kill the boss sooner or later, depending on how strong their team is. Whether a team of end-game players kills the boss with weapons that have only 1 upgrade, or a team of weaker players kill the boss with fully upgraded weapons; it should have felt like a challenge to both groups, is the point I'm trying to get at.
I don't think there's anything stopping you from pumping out a challenge boss every month. give it a weapon that takes 3 days to get, and 3 upgrades that each take a week, and boom; monthly content cycle. Although it doesn't have to be a monthly thing.
I do think the Boss Shield has a lot of potential though, and it should definitely be used in many different ways. For example, a Boss Shield like i suggested earlier, to reduce any damage above 1000 by 90%, will basically kill Chrono nukers.
A Chrono combo that I showed in a video (watch?v=i1_BGVc8PCg at 6:39) used these numbers
damage of 5062+11553+22869+13418+25502+14095+13114+23475+DoT of 1861 x crit/rift modifier x unknown correction of 1.31 = 6,846,715 nuke.
Against the Boss Shield above, those numbers would translate to
damage of 1406+2055+3186+2241+3450+2309+2211+3347+3247+DoT or 1861 x crit/rift modifier x unknown correction of 1.31
= 1,724,320, BUT, boss shield correction to the nuke; 1000 + (1,723,320 x 0.1) = 173,332 nuke
Chrono nukers hit high because their crit multiplier and boost weapons double dip. Both of them apply to all the damage they deal (autoattacks, skills, awe procs), which influences the nuke to hit higher, and then they also apply to the nuke itself.
But Boss Shield also double dips in the same way. It would reduce all of their damage by 90%, making the nuke hit significantly less, and then also reduce the nuke itself by 90%. this mechanic, if done properly, will ensure that you never get clowned on again by chrono nukers killing your bosses immediately, so please make use of it.
173,332 is still kinda high though. maybe a differently formula would be better.
< Message edited by Loftyz -- 8/4/2021 10:01:07 >