Losing stability on death is frustrating

You’re really focusing on the wrong thing here. Sure they died to emperor of corpses, but that’s not what they’re asking to change. They are not saying the AOE is not telegraphed well enough or that the fight should be changed, but that the stability lost on death is frustrating.

Earlier in the thread I offered a solution that stability shouldn’t be lost on boss fights but instead corruption could be lost instead, for the entire monolith even in my opinion. If all you think is that the stability loss is a fine enough mechanic there’s no need to argue with the poster about how exactly they died.

Finding something frustrating is the exact type of feedback EHG is looking for.

That’s what they’re saying now, because it happens to be what the cost of dying is, but their actual complaint is really that they suffered a cost for dying at all. This is apparent from their original response to you, in which he says (paraphrasing) that the reason it’s frustrating is because “how was [he] supposed to know that if he stood in an AOE, he would die”. The kind of person who thinks it’s unfair that an enormous, telegraphed boss AOE didn’t also come with flashing red letters that say “YOU GONNA DIE BRO” is the kind of person who will be complaining no matter what the cost of failure was.

The only thing OP is actually frustrated about is that there was a cost to playing poorly which they actually felt. Any cost of dying to a boss is going to be “a waste of time” and feel frustrating. LE is intensely forgiving and I appreciate that about it most of the time, but there has to be penalties somewhere and “frustration” about penalties that comes solely from bad play isn’t valid, IMO.

So your proposed penalty for playing poorly and dying to a boss would be… The boss gets easier?

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So your proposed penalty for playing poorly and dying to a boss would be… The boss gets easier?

Yes, that is what he’s proposing, but you’re ignoring the other part; overall progression is lost in favor of singular progression of one encounter.

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No, my proposed penalty is not for playing poorly but is instead for dying in a boss fight and potentially in the monolith as a whole. I am thinking about the mechanics of the game and whether a change would be healthy for it.

You are focused way to much on player skill and “get gud” mentality. It’s a little tiring. There will always be players that will do poorly at the game. I’m only asking whether the punishment for dying could be repositioned to allow those players the opportunity to attempt what they failed again without having to jump through hoops.

This is a problem of perception, not of skill.

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That one has a zone while is clearly not covered by the coloured/dangerous area. So unless you can’t see the coloured bit, or its bugged, that’s kinda my point.

If like you said, if your gear needs to be upgraded, how would immediately being able to rerun the boss make any sort of difference. How would you do this? Hmm, Perhaps running a few more echoes, focusing on nodes for pieces of gear that are shit?

OP is complaining about his inability to avoid something that screams death. Either watch a vid beforehand, or do what everybody else does, learn from your mistake when you do it again 10 minutes later. The game needs a penalty of some sort, making you run a few more echoes which may allow you to find better gear or gain a level is totally reasonable.

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First off, EoC AoE takes up the entire screen. My first thought when I encountered it was, “where da fuck can I run to? maybe I’m just supposed to eat this (not to mention, if you delay in the slightest, you might not make it to the edge in time), like so many AoEs in games. Or, maybe it’s a weak AoE, like the one from the dying dragon Black Sun (or Reign of Dragons) mono?” Then, it immediately makes you run through some more AoE to get to the center, so you’re not ticked to death.

The first time you encounter that, it’s not as clear cut as it may seem now, after doing it 50 million times. I mean, sure, Trundle probably figured out a way to make the AoE heal him and insta-gib the Emperor, but not all of us are on his level.

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Okay, maybe I should try to explain the reason for my thread again. I’m not a native english speaker, so I’m not sure if I can fully explain my thoughts, but I try:

I understand that death has to have some kind of consequence, so people can’t bruteforce a fight and that’s totally fine! But the way it’s implemented right now is frustrating. I’m forced to play another monolith again and again to kill the boss after x tries. The reason for the death doesn’t matter, might it be that I’m too slow, it’s bugged or whatever.

It feels like I’m wasting my time here, because my gear is good enough to kill the level 85 mobs in the monoliths, I just want to progress to the next timeline. Some might say “Well, learning the boss isn’t a waste of time” and that’s correct! But the need to run a monolith before the boss fight is!

Other people posted solutions that hopefully are worth to consider by EHG. When I’ve read that a couple of versions ago the whole timeline was reset… wow, I just would’ve quit the game.

And please spare me your comments like “You are too dumb to see the aoe first time and died? pah, git gud you fool!”…

You can get out of it with 7% movement speed (ie, only 7% from either boots or a passive or something) even back in the day when he used to apply 3 stacks of chill with his initial roar before the AoE channel. But if he’s hasted, that’ll ruin your day.

Perhaps there should be a nursery mode that pauses the game & brings up nice un-skippable lengthy text (& voice because we know some people don’t like reading) explaining all the bad things the boss is currently doing & what you need to do about it.

Yeah, but if raiding in SWTOR taught me anything it’s that boss AoEs are probably bad & maybe I should start to move out of it asap.

Ha, so much this. One of my encounters with him was with both frenzy on hit and hasted mods. And I couldn’t figure out what da fuq it was waxing me so much.

That being said, yes… prior experiences usually leave more experienced gamers a bit on the “Git out of da fire!” side of things. But not everyone has played SWTOR, nor has achieved the Got Out of the Fire achievement in WoW.

I still get a little jittery when fighting bosses in LE – especially the Black Sun, Lagon and Emperor of Corpses fights. So I can imagine how the first couple of go rounds might be a tad overwhelming to first timers. Simply discrediting them as “git gud noob” is a pretty simplistic approach to take. Until you figure out what damage you can actually take vs which attacks are doing to insta-gib you, the fights can feel very hectic, and go on for eternity.

Friends don’t let friends put haste/frenzy on bosses…

You don’t want to know how many times I took to do (campaign) Lagon the first time I came across him, I just could not get the sweeping eye beam. Then I did get it (can’t remember how) & it became trivial. Most bosses are like this.

Maybe just have a set number of tries before penalizing? Maybe 3 or so, so that you learn the boss and can still have a penalty.

I think it would be punishment enough if we loose the bonus stability only.

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