Hi,
I’m a new player and playing as paladin level 76 at the moment. I’m in the level 85 monolith and have to fight against the Emperor of Corpses dragon. I died a couple of times, because I didn’t know the fight and had two game crashes during the fight as well.
It’s so annoying that I lost stability with every death and was forced to complete another monolith to do the fight again. I still haven’t beaten the boss yet and just quit the game after a couple of tries and the second game crash.
It would be nice if we wouldn’t lose stability on death. If that is too much to ask, maybe just get rid of it at boss fights.
Yes, dying sucks, dying because you’ve not been able to learn the boss fights sucks (though there are plenty of videos on the boss fights if you want to use them as a resource to learn) but if there’s no consequence to dying then you won’t care about it & you’ll just zerg the bosses until it’s dead (or you’ve learned the fight & you can do it without dying).
TLDR - Yes, dying sucks, we all feel your pain, but no, there needs to be consequences to dying.
I can’t help but disagree on this one. What’s really the point of having to do another monolith between each attempt on the boss other than just prolonging your time on that timeline?
If someone is dying to the boss it means their build isn’t up to par or they don’t fully understand the bosses mechanics. That’s not going to change with one run of a monolith.
If we’re saying the forced time investment is the punishment for a boss death, then I think a different punishment should be used. Losing time has always been the worst way to be punished in any game for me.
What should be the punishment then? XP is a function of time, itemd could be said to be a function of time (though there’s more rng in it so it’s a looser correlation), what else is there in a loot-centric arpg that can be used to punish the player that doesn’t just make the problem worse (ie, applying a debuff to the player of some kind)?
I’ll re-word what I meant because it was a little vague. I think it’s not time but more of meaningless wasted time. When the punishment is “Go run some laps and come back later.” Is when it seems annoying.
Say the punishment for a death was corruption lowering by a point. This would incentivize not dying just like normal but also attempt to provide a solution to the problem at the same time. If you’re dying the game becomes ever so slightly easier. 1 corruption isn’t enough to really gripe about and the benefit for killing a boss is + corruption if you can defeat orobyss without dying so it seems to follow the trend.
I can’t help but disagree on this one. What’s really the point of having to do another monolith between each attempt on the boss other than just prolonging your time on that timeline?
That’s exactly what I mean! The dragon one-shots you with the big necrotic aoe, but how should I know this in my first 1-2 attempts? Then I might need two more to figure out when he’s going to cast the aoe. That’s 3-4 more monolith runs just because I didn’t know the boss and that’s just bad.
Yes, you should know by the time you’ve got to Emperor of Corpses that enormous AOEs are not something you should stand in. There are many opportunities for you to have learned that during the campaign and previous monoliths.
The default assumption for standing in a boss AOE should always be that it will kill you, not that you will live.
The huge glowing telegraph effect is how you know when he’s going to cast the AOE. Nothing is keeping you from seeing it the first, and every, time you fight the boss.
But that isn’t always clear… especially in LE. There are AoE effects you need to be in the center of, some you need to run out of, then immediately back into again, and others you need to move with. Emperor of Corpses AoE isn’t exactly clear at first run, and it’s not forgiving in the slightest. There is no “learn it” time…it’s a do-or-die.
Sometimes you might also have chosen some shitty modifiers like frenzy, deadly or dodge or else and you had to find out the hard way that its too much for you. In that case you’d have to run some echoes to get rid of the bad mods.
Also it prevents people just to brute force the boss endlessly, mindlessly.
You’re concentrating better when you know you need to run some more echoes if you mess up.
Guess what I did in preperation for a bossfight in the old days, when a dead meant that your entire timeline progress got reset. I went to the toilet, put on my sports dress, drank a shot to overcome the nervousness, massaged my hand, arms and shoulders, slapped my face and yelled a warcry.
All this just to be oneshot by the abominations 1st skill!! For the second attempt I needed to refarm the timeline for 1-2 hours. Guess the devs thought that would cool down the blood after the lost bossfight.
This was brutal. Today’s system is smooth sailing!
You guys can also just not immediately start the bissfight when reaching the stability threshold. Just run 3-4 echos more and you have some tries on the boss in a row.
Are we playing the same game? 'Cause I’m pretty sure that whenever a boss (or other mob) creates a coloured patch of ground (& ideally it’s on the ground not in midair) that I need to be not standing in it when it finishes. There may be two of those on the trot, but those are two separate things, not one good & one bad. I can’t think of any boss telegraphs that are good to stand in (I don’t do dungeons much).
You guys can also just not immediately start the bissfight when reaching the stability threshold. Just run 3-4 echos more and you have some tries on the boss in a row.
This doesn’t make any difference…
The huge glowing telegraph effect is how you know when he’s going to cast the AOE. Nothing is keeping you from seeing it the first, and every, time you fight the boss.
I know that, but not every AOE is a one-shot, so how can I know that the first run? Maybe you like the idea of “play perfect or repeat”, but that’s not everyone’s cup of coffee. I like a challenge, but re-running monos to get back to the boss fight is just annoying.
“Also it prevents people just to brute force the boss endlessly, mindlessly.”
I can understand and somewhat agree with that argument. One solution would be something like “Lose stability after three deaths or re-login”.
The death could also tick down modifiers by 1, that kinda seems like something that should happen anyway.
Because the punishment is harsh and annoying. It doesn’t matter if it makes you think about it more. We’re saying that there’s other ways to punish the player for losing a boss fight than waste their time.
I agree with op. The penalty of not defeating the boss is more than enough. You either made a stupid mistake and got one shot or you build isn’t strong enough and need to wait to gear better or ask others for help if your online.
No, it’s extremely clear. It’s a gigantic AOE effect with no ambiguity in where it hits and where it doesn’t.
You don’t need to know if it one shots you. Your default should be to move, period. “Don’t stand in an AOE” is one of the most basic, ubiquitous, fundamental rules of not dying in games.
If the way you like to engage with AOE effects is to stand in them on purpose to try and live through them, go for it, but doing that and then complaining that you lost your gamble is a non-starter.
Then don’t stand in an AOE you don’t already know with absolute certainty you’re going to live through.
Then don’t stand in an AOE you don’t already know with absolute certainty you’re going to live through.
I saw it too late in my first try, because I obviously couldn’t know that there’s a huge AOE. Don’t treat me as if I am too stupid to handle an AOE please…
Sorry, you’ve changed your story, so which is it? You stood in the prominently telegraphed AOE because you didn’t know it would one shot you, or you stood in the prominently telegraphed AOE because you didn’t see it?
Other than the very prominent visual effect informing you that there’s about to be a huge AOE, which is displayed with plenty of time for you to see and then move out of it?
A couple of patches ago there was a desync on that specific attack.
It would still hit you even if you were visibly outside of the AOE, fun times.
They probably fixed it by now.