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Hardmode Denova Last Boss - Bug?

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Kihra's Avatar


Kihra
05.11.2012 , 11:03 AM | #181
Quote: Originally Posted by xenofire View Post
I understand entirely what it is.... I edited my previous comment to clarify my meaning.

And the skill cap of this game is less than the skill cap of solitaire. The hardest thing in this game is apparently move out of the purple circle and press your medpak. I still think a third grader could hit the skill cap for anything in this game.
The first tier was just an intro to raiding in general, so of course it was easy. The second tier hasn't introduced any Nightmare mode content, so of course it's pretty easy also. To compare to WoW, if WoW had a tier with only LFR and Normal mode, people would be saying it was too easy also. Wait for the Nightmare mode content, and then you'll have a better idea of where the game is going in terms of "hardcore" raiding.

It's easy to see how Kephess could be turned into a real challenge on Nightmare mode for example. Just off the top of my head:

(1) Failed Calibrating Shot = somebody dies. Turns the first phase into something kind of similar to Heroic Nefarian pillars in WoW, where on 16-man you would need six coordinated flawless interrupts.

(2) Bomber 1-shots. You could imagine the bombers hitting so hard that they have to be chain stunned or they'll kill the tank.

(3) Randomized Saturation Fire. If you really want to make things crazy, the saturation fire in certain phases could be random, forcing a spotter to have to call out positions like Felmyst in Sunwell.

(4) The warrior phase gets hard if the damage requirement to kill the waves in time is high.

(5) Rail Shots require a rotation. You could make rail shots come fast enough that you have to rotate who eats them. Or there could be multiple rail shots.

(6) Randomized fire during the red circle phase would make it challenging. Simply upping the damage of the DoT and his swings would make things more challenging also.

(7) Don't let people run out of Gift. Force CD/healing to survive.

(8) Final phase will get hard just by virtue of having the room fill with purple circles. Could have a real Professor Putricide feel to it.

Anyway, it's pretty obvious that they can take these fights and make them respectably tough on Nightmare Mode, so let's give them a chance and see what they give us.
A home for busy adults seeking high level PvE in a respectful, mature atmosphere.
Kihra - Kinetic Shadow

xenofire's Avatar


xenofire
05.11.2012 , 11:35 AM | #182
Any one or two of those mechanics would not be nightmarish to deal with, all 8 on the other hand would. I support those ideas entirely, all of them.

Additionally, you should be able to move when you have the bomb. It should become a huttball, and you should have to throw it, but the ground underneath the walker should do 10k damage per second, so the person throwing needs to throw it and it needs to have huttball travel time, and the receiver needs to run right into the red reticle under the boss just as it gets there, to mitigate damage taken.
Guildmaster of The Remnant on The Harbinger
#4 World | #2 US | EC16 HM

Kihra's Avatar


Kihra
05.11.2012 , 12:06 PM | #183
Quote: Originally Posted by xenofire View Post
Any one or two of those mechanics would not be nightmarish to deal with, all 8 on the other hand would. I support those ideas entirely, all of them.

Additionally, you should be able to move when you have the bomb. It should become a huttball, and you should have to throw it, but the ground underneath the walker should do 10k damage per second, so the person throwing needs to throw it and it needs to have huttball travel time, and the receiver needs to run right into the red reticle under the boss just as it gets there, to mitigate damage taken.
Yeah, I definitely support the idea of having to "work" to bring the walker down. When I showed our Kephess kill video to a friend who plays WoW, he watched the part where someone went up into the walker to bring it down, and he said "Oh, is it like Magmaw? You've got to click something to bring it down to the ground?"

And I had to say, "Ummm no, you just walk under it."

It would definitely be cool if they introduced an element of timing to bringing the walker down. Magmaw required coordinated targeting from two people at the same time to bring him down, so something similar would be pretty cool. It wouldn't make the fight that much harder, but I think it would feel cooler for the person with the bomb if they do something "active" to take the walker out.
A home for busy adults seeking high level PvE in a respectful, mature atmosphere.
Kihra - Kinetic Shadow