Today we finally finished clearing every boss that's currently available (4th boss Casle Never just went down)...
Talking from the view of a world-competitive WoWraiders crew we first of all have to admit that this game's content was way harder than expected at start.
Although difficulty was based on handling adds to 99%, some fights were quite entertaining in the end.
Yet, like many threads already claim, the lack of real mechanics in the fights and the overusage of addspawns is very tiring... As time goes on this concern will grow even more cause new content will seem very little different other than in artwork maybe.
So what is the easiest approach on making fightmechanics more diverse for additional content in near future?
[In hope some Dev/CM will read this]
- Fix the threat-system! While this may not be the easiest thing to do, it is tremendously essential for every fight to be interesting. Use more options to modify the threat a player creates as well; like passive and active skills are one way to do this (and it exists already to some extent), but one could also like make the threat scale off the "defensive stats" for example.
Thus a GF with 5500 Defense and 2000 Deflection would be quite easily able to obtain a high threatlevel compared to a CW with 1/4 of these stats meaning 1/4 of the threatgeneration (in case u'd scale it linear).
- Give all bosses auto-hits that hurt. While it is sometimes interesting not to need a Tank, as long as a game claims to feature the "trinity" this is just plainly needed in our opinion. Adding auto-hits isn't a lot of work, but it definately opens up interesting mechanics just by itself, if it is combined with a useful threat-system as mentioned above. Autohits can stack debuffs, cleaves spread damage on all targets hit, can be outranged and dodged (to some extent), make kiting more difficult and interesting, ......., (pretty long list of obvious stuff shortened here)
- Add another style of "hit"-circles; dodging red stuff is awesome, having to "catch" maybe green circles/whatever on the ground to not be oneshotted by a global boss-AoE might be interesting as well. To enhance difficulty make each circle only "catchable" by a single player so one has to communicate who goes where to gain the lifesaving buff, bla... possibilities here are endless and very easy to do.
- Introduce those popular "Council"-fights. Fighting adds is one thing but it might feel different and more interesting to fight multiple bosses at once, not using quantity of adds to make things difficult, but instead use 4 bosses at a time that need to be handled at once. Councilfights are incredibly awesome to use gimmicky mechanic-combinations in; those would need no work at all, since i saw plenty of mechanics on trash and/or bosses that aren't cool by itself but can get awesome if combined with one another used by different bosses in changing intervals.
- Add global degeneration, timelimits/enrage-timers - easiest thing ever and doesn't even need an animation at all...
- Add defensive/buff abilities on Mobs and Bosses; dealing damage with every hit and ability is one thing, enhancing the own abilities while standing or NOT standing at a certain place at a given time for instance is also interesting and not too hard to put into action.
Of course some other things or mechanics might be way more spectacular, but i'd personally prefer quantity over quality in terms of diversity right now (and i think a pretty large part of the community shares my thoughts on this).
I am aware that these "ideas" are neither new nor special on the most part and might well be taken into consideration already, but i'd definately love an official statement somewhere on any ETAs or at least what is planned, because let's be honest: I like this game a lot already but it can still be improved by such a large margin; and it would be very interesting to know what exactly the development currently focuses on...
While the addition of more depth would be very welcome, I think you're limiting ideas to basically WoW mechanics. Implementing those changes would make the fights almost an exact copy of WoW. That wouldn't necessary be a bad thing, since Blizz is obviously successful. Still, Neverwinter could come up with something more...Neverwinter-ish. I would think more storyline orientated fights, with possibly phases or a stretched battle parsed throughout the instance.
One thing is clear: now that they have the foundation of the game, they need to kick it in gear and define their playstyle. Addspawning fights will not be enough. Something needs to be added - hopefully the "beta" gives them the breathing room to create their ideal battle arena. I think instead of "catching up" to WoW, they would be better off defining their own niche as far as boss mechanics go. Luckily they have a whole Foundry to draw ideas from; it would be great to sift ideas from there to create something solid and unique.
Of course as a WoW player for several years i am heavily influenced by that...
Yet its not like those ideas are exclusive to that game; it's just basic bossmechanics / the easiest mechanics u can implement which is exactly why i named them to have a basic set of mechanics to work with. Any MMO i know of implemented this kind of stuff sooner or later, so i don't see the problem of a specific ripp-off.
I agree with you on the part about creating something that specifically fits into the D&D universe though, but for now like i said i'd rather see quantity than quality in terms of the mechanics for now just to get a different feel to the fights.
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thevlakaMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited May 2013
shhh it's 'open beta' I'm sure the caring and ingenious developers at Cryptic will get to work on adding some depth and challenge to dungeons that don't involve spawning 509867 adds and of course fix threat/aggro, maybe never. -_-
Hey, at least we have money transactions working correctly, right?
Comments
One thing is clear: now that they have the foundation of the game, they need to kick it in gear and define their playstyle. Addspawning fights will not be enough. Something needs to be added - hopefully the "beta" gives them the breathing room to create their ideal battle arena. I think instead of "catching up" to WoW, they would be better off defining their own niche as far as boss mechanics go. Luckily they have a whole Foundry to draw ideas from; it would be great to sift ideas from there to create something solid and unique.
Yet its not like those ideas are exclusive to that game; it's just basic bossmechanics / the easiest mechanics u can implement which is exactly why i named them to have a basic set of mechanics to work with. Any MMO i know of implemented this kind of stuff sooner or later, so i don't see the problem of a specific ripp-off.
I agree with you on the part about creating something that specifically fits into the D&D universe though, but for now like i said i'd rather see quantity than quality in terms of the mechanics for now just to get a different feel to the fights.
Hey, at least we have money transactions working correctly, right?