someboss relly punish player for playing melee
I guess you are talking about the 2nd Questecho in the level75 timeline?
Yeah that necrotic glasscontainer sucks hard for melee. I used a random staff and a level 1 smite skill to kill it from afar⦠I set smite on autocast and went to toilet, when I came back it was dead⦠Sucks hellā¦yeah⦠PS: this happend in 1.7.9D ā¦
You can only stand in a very small area in which he launches a necrotic fog that oneshotted me on 600health and 50+% necrotic defense.
It wont cast anything if you keep your range, not even his beam, so any ranged skill can kill itā¦
yeah , i using rive , have good damage but so hard to touch the boss , seem so unfair
I died like 10+ times on that boss, only after i killed it from distance i understood that it instantly launches a oneshot aoe vortex. That vortex definitely needs a 5 second delay and a aoe warning big like a house, or the dot/dmg needs to be reduced by multiples
That fight is rather easy. Took only 2 deaths to figure it out. If you watch the mechanic, the death cloud goes away for 3-5 secondsā¦go in and poundā¦get outā¦avoid beam and repeatā¦Sorry guys, but itās not a hard fight.
hard and fair is different thing , u can just use range skill to beat it easyly but what should i do if i maxing melee skill only ? i need to respec just to fight 1 boss ? that what i mean . if boss can 1shot player in melee range , then the boss should 1shot player in long range tho
I didnāt have a range skill and beat him. Iām not awesome, I just figured it out. Some fights are just unfair towards melee and some are unfair towards range. The way of things.
But theyāre more likely to be unfair towards melee due to melee being in range of both ranged and melee attacks and having less reaction time available due to being closer to the action. One of our melee dps used to complain about it constantly when raiding (and he was a good melee dps raider).
The other bosses with proper telegraphs are easy, while this one is deffo badly done.
It spams a oneshot (moving) vortex in your face with no warnings and seemigly instacast (or the warning is covered by the other long range telegraph) ranged is immune to this oneshot while melee dies on contact and this needs to be addressed.
I brought this mob up on one of the patch notes earlier this week and they nerfed its wave damage. The necro whirlpool still basically one shots though and is up for way too long. You get a 3 second window to dps then you back out for 8 seconds as a melee. Pretty boring fight.
Monolith is so not melee friendly especially for players who do not know mechanics of new bosses or monsters. I have many times was doing 100% fine and than something new happens and it 1 shots me because I never interacted with a the new mechanic before. Not sure if I am OK to stand in something or not, or the range of attacks or spells/ how long they last. Some of the degens are insanely punishing if you even hesitate for a second. It really sucks for melee classes like sentinel where you need shield rush for movement because lunge isnāt always an option which sucks.
What they need to do is implement watered down versions of the mechanics earlier (probably in the campaign) so people can get a bit of experience with the mechanics in a āsafe spaceā (since the campaign is a lot more forgiving) so by the time they get to the full fat encounter they at least have a reasonable idea of what to do.
What this guy said. I like when I see a familiar mechanic and have to adjust as opposed to learning by getting one shot.
BUT!!! I usually dont dps a new boss until after 30s or so. I donāt like to just run in and see what happens. as Melee, run around, watch n learn.
Perhaps for Beta that makes sense, but in the full game, I hope they donāt just reuse boss mechanics in this fashion. Having to diagnose a boss fight in a high pressure situation, then overcome what youāre seeing is a large part of the āraidingā challenge and MoF is the closest thing we have to raid bosses right now. A crucial part of this is also designing bosses that can be overcome by both melee and ranged classes with roughly the same difficulty (either in an single encounter or balanced over all encounters).
I know where you are coming from (the best experience Iāve ever had was finally beating the council in SWTORās Dread Palace raid when the raid leader gave me responsibility for deciding which boss to down next on the final phase. I was totally not ready for that responsibility!!), but not everybody enjoys that kind of atmosphere and with the higher level monoliths gated behind beating the bosses, I think the majority of players do deserve that kind of hand holding on the normal monolith bosses. IMO that kind of (development/boss mechanic) attitude is totally fine for the empowered/legendary/whatever monoliths. Add in some more mechanics to those bosses, even switch the mechanics around randomly if possible so youāre less likely to know what youāre up against and have to think on your feet to get through it. But give the guys struggling through ānormalā or who just play it to relax a bit of a hand on their monolith bosses.
Having thought about it, what if there were 3 tiers of monoliths that you progressively unlock.
- The first on is for ānormalā players who arenāt @LizardIRL
- The second has some more mechanics added to each boss & the area level continues to go up (doesnāt stop at 100, thatāll **** over those cough ward/dodge guys)
- The third randomises the boss abilities (to an extent, some might be unfair when paired together), the area level continues to increase past 100 and some low/moderate level damage is applied frequently/sporadically through the encounter to keep them elitist boys who can manually dodge every attack a bit more on their toes.
Edit: typing all of this on a phone sucksā¦
I definitely like the idea of a progressive boss system. Hopefully EHG can expand their resources so they have the ability to do that down the line. Randomized boss abilities would be interesting, but it may be difficulty for the developers to decide which abilities synergize well enough together that they can be on the RNG list for a particular fight. In other words, I wouldnāt want to see a boss doing the Primeval Dragon nuke while also launching something at ranged which is supposed to be the safe space during that time.
Yeah, I imagine it would take quite a bit of development, not least of which would be animations for all the abilities the bosses didnāt originally be designed with. IMO, if an ability was being used that would lock out any other ability from being used at the same time, or not to prevent any lethal-at-melee range skills occurring at the same time as a lethal-at-not-melee range ability⦠Or code those to only happen to Lizard (solo this nekkid b***h!). Then if there were a cooldown between skills the player would always have time to recover and the devs could ignore the question of whether skill x synergies (or not) with skill y. Just chuck all of the skills in there and have them randomly picked at the point of activation, though that would probably require a lot more data being loaded when the monolith starts which would be bad for loading times (as PoE taking Betrayal leage core showed us). So it would probably be best to just pick x boss skills when the monolith loads then randomly use them throughout the fight.
Edit: sorry for the walls of text.
They should definitely slip in a boss ability that nukes characters wearing no gear when the boss reaches 5% as an easter egg. Then, list the cause on the death screen as āNo shirt, no shoes, no service.ā
Absolutely. Or the boss dies then gained the āresses after 2 secondsā affix, one shots the player and teabags their corpse.
Ok Iāve just discovered that the lv90 mini boss⦠spams these oneshot vortexes ON YOU. I have a tanky shield VK and this vortex still almost oneshots it, no way someone without full t5 mods can survive the first 0.1 second when the vortex spawns below your feet, i find it a bit crazy and I think it needs some tuning both of the dps and the telegraph and cast time