Yes they are all boring and repetitive with 1 or 2 extra mechanics per fight "if you can even call it mechanic". But overal quallity of boss fights simply blows.
Current encounters are all based on "throw bunch of adds at people" Spawn 1-2 min boss mobs, despawn platforms, kick stuff of cliffs<--- and this is most common. Oh look adds, kick em, oh look 2 big adds lets phase them out before they even reach us and even if they do reach us throw them of cliffs.
All fights are same, have 2 clerics and CW control mobs while double TR smashes boss down. There is no difficult fights at all. Who ever claims dread vault brain boss aka. C'thun/Yogg saron or Castle Never is hard has no freaking idea at all. Learning basics of those fights is like playing with legos... It will take you 1-2 wipes and you'll get it, unless your luck blows.
Don't get me wrong it's not that I don't enjoy this game, in fact after WoW/Aion/Tera this is by far most fun mmo I have played.
But seriously even random foundry users design better and more fun encounters than a bloody Cryptic Dev team. It's really shameful that bunch of devs have no idea how to design proper and hard encounters.
Even me a total nooblet when it comes to foundry editor designed 5 man foundry Dungeon based quest that had boss fights with 5 phases, that sadly got took down due copyright. (Yes never name mobs and copy cat story from other games:))
So how about you stop slacking and focus on core of your game, yes PvE is core of NW as any other mmorpg out there. Sure you can make PvP mmo, but how long is it gonna last? Not long. Take a close look at Aion.
I'd cut them some slack. The very first bosses in most games (and I mean end game bosses) are usually pretty simple until the developers can sit down and get creative after launching a functional game. Just look at Molten Core, hardly a shining example of intricate boss fights. Then contrast that with 1.11 naxx and you'll see what I'm talking about.
On the upside, they've laid the groundwork for a much more strategically diverse game with the implementation of more classes. Rather than the difficulty of an encounter being concentrated solely in one giant ****-train of a boss, it can be divided into specialized groups of threats that cater to different strengths and weaknesses. There's a great deal of potential for this game's design, and if Cryptic is able to make full use of it (or add tools to the Foundry to allow players to create content making full use of it) then Neverwinter is in a unique position to deliver a deep, meaningful combat system based on strategy and skill rather than memorization.
I imagine if they fix throwing mobs of cliffs, boss encounters would be much more interesting (and guess what, tanks would become viable all of a sudden)
Petram Sacram - I am no devine cleric, i am a Gaurdian fighter in disguise with better threat and supportive spells -
Yes they are all boring and repetitive with 1 or 2 extra mechanics per fight "if you can even call it mechanic". But overal quallity of boss fights simply blows.
Current encounters are all based on "throw bunch of adds at people" Spawn 1-2 min boss mobs, despawn platforms, kick stuff of cliffs<--- and this is most common. Oh look adds, kick em, oh look 2 big adds lets phase them out before they even reach us and even if they do reach us throw them of cliffs.
All fights are same, have 2 clerics and CW control mobs while double TR smashes boss down. There is no difficult fights at all. Who ever claims dread vault brain boss aka. C'thun/Yogg saron or Castle Never is hard has no freaking idea at all. Learning basics of those fights is like playing with legos... It will take you 1-2 wipes and you'll get it, unless your luck blows.
Don't get me wrong it's not that I don't enjoy this game, in fact after WoW/Aion/Tera this is by far most fun mmo I have played.
But seriously even random foundry users design better and more fun encounters than a bloody Cryptic Dev team. It's really shameful that bunch of devs have no idea how to design proper and hard encounters.
Even me a total nooblet when it comes to foundry editor designed 5 man foundry Dungeon based quest that had boss fights with 5 phases, that sadly got took down due copyright. (Yes never name mobs and copy cat story from other games:))
So how about you stop slacking and focus on core of your game, yes PvE is core of NW as any other mmorpg out there. Sure you can make PvP mmo, but how long is it gonna last? Not long. Take a close look at Aion.
Sorry for typos.
Just my 2 cents.
Absolutely agree with this, it's lazy design, just throw more adds for inflated difficulty. I had fun till level 60, but once I hit 60 and starting doing epics past the first two dungeons, it's just no fun, and the most frustrating thing. You don't have the health to deal with that many adds at once. Even with cleric astral shield I go down so fast. I run astral, plus quite a bit of defense and the passive that that you take 6% less damage and the whole party does two for a bit past a heal. It's insane, this is not difficulty and is not fun, I've just stopped playing my 60 as there's nothing to do and actually rebought NWN1 and 2 off gog to play again since this got me craving. It's sad cause this game could be so fun.
Most mmo devs need to go play The Secret World's dungeons. No trash, boss fight after boss fight, and they're VERY well designed.
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markoepMember, Neverwinter Beta UsersPosts: 0Arc User
Yes they are all boring and repetitive with 1 or 2 extra mechanics per fight "if you can even call it mechanic". But overal quallity of boss fights simply blows.
Current encounters are all based on "throw bunch of adds at people" Spawn 1-2 min boss mobs, despawn platforms, kick stuff of cliffs<--- and this is most common. Oh look adds, kick em, oh look 2 big adds lets phase them out before they even reach us and even if they do reach us throw them of cliffs.
All fights are same, have 2 clerics and CW control mobs while double TR smashes boss down. There is no difficult fights at all. Who ever claims dread vault brain boss aka. C'thun/Yogg saron or Castle Never is hard has no freaking idea at all. Learning basics of those fights is like playing with legos... It will take you 1-2 wipes and you'll get it, unless your luck blows.
Don't get me wrong it's not that I don't enjoy this game, in fact after WoW/Aion/Tera this is by far most fun mmo I have played.
But seriously even random foundry users design better and more fun encounters than a bloody Cryptic Dev team. It's really shameful that bunch of devs have no idea how to design proper and hard encounters.
Even me a total nooblet when it comes to foundry editor designed 5 man foundry Dungeon based quest that had boss fights with 5 phases, that sadly got took down due copyright. (Yes never name mobs and copy cat story from other games:))
So how about you stop slacking and focus on core of your game, yes PvE is core of NW as any other mmorpg out there. Sure you can make PvP mmo, but how long is it gonna last? Not long. Take a close look at Aion.
Sorry for typos.
Just my 2 cents.
the game is made for 12y old. Ofc if your not in that range, you will feel it to easy or bland but trust me if you were really at that age, you would find it quite hard.
I agree with you the dungeons are a piece of shet, but only because im used to physics in real life (i study) and games are the clear opposite- easy and bland.
From what I've heard here on the forums STO and CO are exactly the same. I truly believe the engine lacks any support to do anything mechanic wise beyond *send in more adds*.
And it is sad that there are some foundry missions that have better 'boss' fights then cryptic created ones (from what i've heard, i havent played any of those).
I agree that raising the mob level (NW has Lv65 mobs) and pushing in more adds is just bland.
Open the Launcher. Click Options near the top. Check Disable on-demand patching. This will download another couple of gigs.
From what I've heard here on the forums STO and CO are exactly the same. I truly believe the engine lacks any support to do anything mechanic wise beyond *send in more adds*.
And it is sad that there are some foundry missions that have better 'boss' fights then cryptic created ones (from what i've heard, i havent played any of those).
I agree that raising the mob level (NW has Lv65 mobs) and pushing in more adds is just bland.
Can't say anything about STO, but CO was not this bad. Been quite some time since I've played it since they pretty much stopped developing content for CO(which is one reason I'm hesitant of this game, but I know STO still gets new content), but I don't remember in CO having so many adds that you die in 2 seconds if they're all on you.
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bioshrikeMember, NW M9 PlaytestPosts: 4,729Arc User
edited May 2013
All the ADDs really need to be addressed, especially in the case of them stacking AoEs and/or using attacks that lock out the players' ability to use their own powers...
<::::::::::::::)xxxo <::::::::::::::)xxxo <::::::::::::)xxxxxxxx(:::::::::::> oxxx(::::::::::::::> oxxx(::::::::::::::> "Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark Official NW_Legit_Community Forums
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pressexpose1Member, Neverwinter Beta UsersPosts: 0Arc User
edited May 2013
That's cryptic's modus operandi. Boss encounters just consist of a boss that's quite easy in itself. They just then throw waves of adds at you in an arena setting. STO is the same. To be honest I think it's a limitation of their game engine which is now 5 years old and was never made for high-end titles back when cryptic were even smaller fish than they are now. Emmet's view that you can shoehorn any game into an engine might work for Epic and Unreal 3/4 but the limited tools that cryptic developed ( I've used their character animation rig, a joke ) are not in that league.
Remember that the game was not developed as an MMO but as a co-op game. Then PWI came along and told them to make an MMO. At that point they should have leased the Unreal 3 engine because that's the sort of tools you need if you want to call your creation an AAA title. This isn't even torchlight standard and I see that as a distraction for kids.
That's cryptic's modus operandi. Boss encounters just consist of a boss that's quite easy in itself. They just then throw waves of adds at you in an arena setting. STO is the same. To be honest I think it's a limitation of their game engine which is now 5 years old and was never made for high-end titles back when cryptic were even smaller fish than they are now. Emmet's view that you can shoehorn any game into an engine might work for Epic and Unreal 3/4 but the limited tools that cryptic developed ( I've used their character animation rig, a joke ) are not in that league.
Remember that the game was not developed as an MMO but as a co-op game. Then PWI came along and told them to make an MMO. At that point they should have leased the Unreal 3 engine because that's the sort of tools you need if you want to call your creation an AAA title. This isn't even torchlight standard and I see that as a distraction for kids.
no there's no excuse, heck even some of the bosses i've seen can have some cool stuff going on, but there's so many adds that most groups just run the double astral shield and ignore mechanics, BECAUSE THERE'S SO MANY ADDS.
Like I said I can't say for STO, but CO was never this bad and some bosses were quite fun in that game. Again, there's no excuse for lazy design, eventually people will leave in droves. The boss designers need to go on youtube and watch some of Secret World's dungeons' bosses and see what good boss design can lead to. End game has really made me sad here, loved it up till then.
Yes they are all boring and repetitive with 1 or 2 extra mechanics per fight "if you can even call it mechanic". But overal quallity of boss fights simply blows.
Current encounters are all based on "throw bunch of adds at people" Spawn 1-2 min boss mobs, despawn platforms, kick stuff of cliffs<--- and this is most common. Oh look adds, kick em, oh look 2 big adds lets phase them out before they even reach us and even if they do reach us throw them of cliffs.
All fights are same, have 2 clerics and CW control mobs while double TR smashes boss down. There is no difficult fights at all. Who ever claims dread vault brain boss aka. C'thun/Yogg saron or Castle Never is hard has no freaking idea at all. Learning basics of those fights is like playing with legos... It will take you 1-2 wipes and you'll get it, unless your luck blows.
Don't get me wrong it's not that I don't enjoy this game, in fact after WoW/Aion/Tera this is by far most fun mmo I have played.
But seriously even random foundry users design better and more fun encounters than a bloody Cryptic Dev team. It's really shameful that bunch of devs have no idea how to design proper and hard encounters.
Even me a total nooblet when it comes to foundry editor designed 5 man foundry Dungeon based quest that had boss fights with 5 phases, that sadly got took down due copyright. (Yes never name mobs and copy cat story from other games:))
So how about you stop slacking and focus on core of your game, yes PvE is core of NW as any other mmorpg out there. Sure you can make PvP mmo, but how long is it gonna last? Not long. Take a close look at Aion.
Sorry for typos.
Just my 2 cents.
If i had a dollar for every thread i've seen complaining about this, I would be a very happy man...but alas...i dont get a dollar, so this annoys the <font color="orange">HAMSTER</font> out of me.
The game is still in OPEN BETA, nothing is set in stone...cut the devs some slack and stop complaining people!
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fourmemberMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited May 2013
i'm sure they like the "MAKE GAME BETTER" cries, it helps
If i had a dollar for every thread i've seen complaining about this, I would be a very happy man...but alas...i dont get a dollar, so this annoys the <font color="orange">HAMSTER</font> out of me.
The game is still in OPEN BETA, nothing is set in stone...cut the devs some slack and stop complaining people!
There's no excuse to lazy design other than laziness and that shouldn't be tolerated. I regret the money I spent on a founders.
If i had a dollar for every thread i've seen complaining about this, I would be a very happy man...but alas...i dont get a dollar, so this annoys the <font color="orange">HAMSTER</font> out of me.
The game is still in OPEN BETA, nothing is set in stone...cut the devs some slack and stop complaining people!
The game is out, they just label it as an open beta so they might get some technical bugs under control, but there won't be any major changes till "launch". Every encounter, be it solo, skirmish or dungeon, from level 1 till the last tier at level 60 is the same way, boring boss, nearly all with super powerful AoE spam and masses of adds.
Just look at Molten Core, hardly a shining example of intricate boss fights.
Every. Single. Boss. Of Molten Core. Actually *had* a unique set of mechanics that set them apart.
Mind Controlling Guards + Heals & Curse.
Spawning Fires, AE Fear.
Curses for big shadow hits, heals.
Lots of offtanked adds (not constantly spawning @#$#), boss sped up attacks as adds died.
"The Bomb" fight.
Teleporting, spellcast-interrupter.
Offtanked adds + teleports random people into fire pit.
And of course Ragnaros himself.
About 100x more intricate than *any* dungeon in this game. These are not complex bosses but at least they had *something* beyond "telegraph a big hit and spawn adds constantly". It's horrible. It's boring. It's not interesting. It's made worse by some of these bosses having ridiculous HP levels that drag the fights out for 10-20 minutes. I've given up hope on it receiving any significant change.
From what I've heard here on the forums STO and CO are exactly the same. I truly believe the engine lacks any support to do anything mechanic wise beyond *send in more adds*.
And it is sad that there are some foundry missions that have better 'boss' fights then cryptic created ones (from what i've heard, i havent played any of those).
I agree that raising the mob level (NW has Lv65 mobs) and pushing in more adds is just bland.
I disagree. While there were some boring bossfights they had some awesome encounters. Monster Island comes to mind, the resistance adventure was pretty awesome as well.
Even if they cannot do anything but "more adds", they still need to lower the absurd amount of adds on some encounters.. It is beyond ridiculous and gives no sense of control, just utter chaotic cluster****.
Creating better designed Boss Mechanics is only treating the symptoms.
If you want to adress the core of the disease however,you have to fix the completely broken Class Balance.
That is where the real problem is rooting.
Getting 2 DCs who stack their AS and 1 or 2 CWs knocking Adds (which are supposed to cause the actual problems in a bossfight so far) off cliffs makes every encounter unsatisfying.
Even if you had super complicated boss fights,it would still result in a setup of 2 Clerics and 3 random dds. (of which rogues and CWs are uncontested)
So the solution for the kinda boring boss encounters in this game is making GFs and GWFs desirable for groups so that they can actually fulfill the role for which they have originally been designed.
I would reather fight three bosses which work together not tons of adds.
And the main problem is a ""LOOT SYSTEM"" for criyng out loud.
MAKE LOOT INDIVIDUAL.
Adding tons of adds, dose not make boss fight interesting at all.
I agree...the bosses fights are nothing but an add fest. You may have to slide in and out of a few one shot circles as a DC but other than that..put your astral shield down, hit the boss with a few spells and rinse and repeat until it's over..and that's the entirety of the game...BUT....it's free and the leveling process was actually quite fun. So hanging out and doing epic dungeons, rolling alts, working on professions, doesn't bother me as they will eventually get better (hopefully) at creating boss encounters and realize their "just add adds" solution is not fun..if not..well it's still free and Elder Scrolls is hitting home "soon".
I'd go so far as to stick my neck out and say its not the adds -themselves- that are the trouble, but the type, their abilities, and how they're thrown into a fight / boss encounter that make things intolerable in neverwinter.
I ran into this problem first time ( guardian fighter ) in the Green Dragon boss fight. Up till then, I just tanked things. Pretty classic stuff, grab agro, hold agro, party kills stuff. Simple. Then we get to the Green dragon, and it all just fusterclucks. Yes, throwing in adds increases fight difficulty but as I said -type- of enemies and their -abilities- is what makes things intolerable. The Hellfire Magi in that fight completely bork it up. Otherwise, the fight would be 'easier', since it's a movement and placement fight : If you can't learn how to not stand in badstuff, then you deserve to wipe. Fights like the Green dragon should be learning experiences for the game, to teach players about AOE's and how bosses will use them. Not tedious rage inducing fights, where your tank can get chain stun locked by mobs and ultimatly killed before your cleric has anything to say about it.
But what's really bad is that things get worse as the game progresses. You start seeing enemies with truely annoying attacks and abilities you -cannot stop- I can stun things, as a guardian fighter. So why is it that some of these enemies seem to ignore these attacks ( I'm looking at you lizard folk shamans )? And as the game gets higher in levels, the combination and ability problem gets -even worse- More and more 'second teir enemies' ( aka, not simple grunt doodlets ) get knock backs, knock downs, and pop ups. Now, one of these baddies in a group of little grunts isn't so bad. but in the icemountains, a pair is completely frustrating. I spend most of the time fighting those guys either gaurding, or face down in the snow because they chain their 'stuns.' How is that supposed to be 'difficult' and not simply frustrating? The worst ( and by worst I mean I legitamatly threw down my headphones for the first time in my life ) was the Rimefang ( or whatever you call him, the frost wolf encounter ) fight. So let me get this straight, he blasts AOEs, his hitbox is so large I can't manuever very well, -AND- he spawns wolf adds that add AOE -AND- stunlock me? Not only that, the enemies chain these attacks! They wait till one has used the 'trip' attack, to use the next in line! That's not even counting how my 'cleric pet' is rock stupid, and won't move to avoid any AOE, and will spend most of her time face down in the dirt.
Devs, please. The way these encounters, ranging from non-instance, to instance, to five man party content is set up in the most amateurish way possible. It's one thing to put enemies into an encounter that have abilities, that when put together make things challenging. It's entirely another to make copy pasted baddies with a very limited skill set to give them and then slap it together with little regard to how these things will operate when played by your player base. I get that this is open beta, but then again, did -any- of you playtest -any- of these encounters at all? Did you put these encounters up against what is considered 'acceptable player parameters?' Did you put two frost golems into a play test area and try to beat them with a rogue, mage, guardian fighter at all? OR did you just smash the character ( character stat build non-withstanding ) into the encounters and simply say 'well, we proved you -can- beat them...' and call it a day?
What boils down from all that I've seen in this beta, and I understand it's a beta, and all the other mmo's that I've played is that I honestly expected better from you guys. You've got two other mmo's under your belt and I would have thought that you'd have learned from experience in what makes game mechanics fun.... and not either boring and or stupidly frustrating. Look, I'll even go as far as to tell you guys ( the devs here ) to go play some other mmo's and study how they handle encounters, and learn from -that- kind of experience. This game plays like some rank amatuer companies very first mmo at mid to high level.
I am willing to keep my eyes closed for now and see what happen, waiting for ESO and Black desert.
If loot and adds aren't fixed I will put Neverwinter far in my dungeon, I will not spend any money on Neverwinter from last weak.
I recently hit 60 and started running some of the early epic dungeons. I was wondering if there were going to be any boss fights that weren't just "here's a dozen adds, deal with it, now here's a dozen more". Judging from this thread, I guess the answer is no, and all I have to look forward to is bosses with more hp and more adds. The idea of these fights running 10-15 minutes is just... ugh.
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nonamesavaliableMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 12Arc User
The worst ( and by worst I mean I legitamatly threw down my headphones for the first time in my life ) was the Rimefang ( or whatever you call him, the frost wolf encounter ) fight. So let me get this straight, he blasts AOEs, his hitbox is so large I can't manuever very well, -AND- he spawns wolf adds that add AOE -AND- stunlock me? Not only that, the enemies chain these attacks! They wait till one has used the 'trip' attack, to use the next in line! That's not even counting how my 'cleric pet' is rock stupid, and won't move to avoid any AOE, and will spend most of her time face down in the dirt.
Oh how I've been there... I ragequit (alt+f4 hulk keyboard smash) and I'm a generally calm guy. Logged on 5 minutes after and did it with a friend though. Still, hate that boss with a vengeance.
Based on the power implementation system (Wbeta4), things like the CW's RoE have become useless (eg;against endboss in cloaktower (Wbeta1) it was a damage nuker against the boss, now theres no need its just tank/spank.)
Its use is possibly further on against other dungeon bosses, but havent got that far yet! With it being a lvl 1 Encounter but so far down the power purchase list, im just like WTF, cryptic check your $h!t, and the distance that damage is done based on hit box size against mobs is lazy mechanic of making the game hard. eg: Rotters in ebon downs and near impossible to dodge, these are supposed to be zombies Speed 4, yet they can move faster then my cleric can, and based on them all attacking in mobs, damage evasion is near impossible, speed on them needs to be toned down.
Creating better designed Boss Mechanics is only treating the symptoms.
If you want to adress the core of the disease however,you have to fix the completely broken Class Balance.
That is where the real problem is rooting.
Yeah the problem is rooting, but in saying that there implementation of rooting all toons (See old game trailers showing freedom of movement) they havent done anything to any of the classes the rogue and cw still own in pvp, so rooting did nothing at all except ruin the evasion mechanic of the game in pve. Classes are meant to be overpowered, a mage is supposed to own, he has magic for crying out loud, pvp in this game isnt how it i would have liked to see it, i would have rather seen an gauntlet type where teams go against each other to complete dungeon/quest, then each other much how the competing dungeon party fights the group in the blackdagger zoned dungeon as one of the boss fights.
I agree. Im level 21 and only did 2 actual none quest/story related dungeons. And I can tell that these encounters are going to get boring really fast. I am definitly not in any hurry to level up. The mechanics require very little thought. Fight boss, dodge/block very obvious telegraphed hits, crowd control adds as they come, heal, keep fighting on boss. boss dies. Adds despawn.
I figured this wouldnt change much. As usually bosses tend to have progressively better mechanics. But its been all the same so far.
Comments
On the upside, they've laid the groundwork for a much more strategically diverse game with the implementation of more classes. Rather than the difficulty of an encounter being concentrated solely in one giant ****-train of a boss, it can be divided into specialized groups of threats that cater to different strengths and weaknesses. There's a great deal of potential for this game's design, and if Cryptic is able to make full use of it (or add tools to the Foundry to allow players to create content making full use of it) then Neverwinter is in a unique position to deliver a deep, meaningful combat system based on strategy and skill rather than memorization.
Oh hey, here's an interesting original and useful reply.
******
We could do their **** job for them.
Tee hee.
Just let them dictate which they feel are good enough to yield loot.
Profit
Absolutely agree with this, it's lazy design, just throw more adds for inflated difficulty. I had fun till level 60, but once I hit 60 and starting doing epics past the first two dungeons, it's just no fun, and the most frustrating thing. You don't have the health to deal with that many adds at once. Even with cleric astral shield I go down so fast. I run astral, plus quite a bit of defense and the passive that that you take 6% less damage and the whole party does two for a bit past a heal. It's insane, this is not difficulty and is not fun, I've just stopped playing my 60 as there's nothing to do and actually rebought NWN1 and 2 off gog to play again since this got me craving. It's sad cause this game could be so fun.
Most mmo devs need to go play The Secret World's dungeons. No trash, boss fight after boss fight, and they're VERY well designed.
the game is made for 12y old. Ofc if your not in that range, you will feel it to easy or bland but trust me if you were really at that age, you would find it quite hard.
I agree with you the dungeons are a piece of shet, but only because im used to physics in real life (i study) and games are the clear opposite- easy and bland.
And it is sad that there are some foundry missions that have better 'boss' fights then cryptic created ones (from what i've heard, i havent played any of those).
I agree that raising the mob level (NW has Lv65 mobs) and pushing in more adds is just bland.
Ability Scores || All Attribute Roll Combinations || My Cleric Stream \o/
Can't say anything about STO, but CO was not this bad. Been quite some time since I've played it since they pretty much stopped developing content for CO(which is one reason I'm hesitant of this game, but I know STO still gets new content), but I don't remember in CO having so many adds that you die in 2 seconds if they're all on you.
"Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark
Official NW_Legit_Community Forums
Remember that the game was not developed as an MMO but as a co-op game. Then PWI came along and told them to make an MMO. At that point they should have leased the Unreal 3 engine because that's the sort of tools you need if you want to call your creation an AAA title. This isn't even torchlight standard and I see that as a distraction for kids.
no there's no excuse, heck even some of the bosses i've seen can have some cool stuff going on, but there's so many adds that most groups just run the double astral shield and ignore mechanics, BECAUSE THERE'S SO MANY ADDS.
Like I said I can't say for STO, but CO was never this bad and some bosses were quite fun in that game. Again, there's no excuse for lazy design, eventually people will leave in droves. The boss designers need to go on youtube and watch some of Secret World's dungeons' bosses and see what good boss design can lead to. End game has really made me sad here, loved it up till then.
Still mad clerics aren't using maces though.
If i had a dollar for every thread i've seen complaining about this, I would be a very happy man...but alas...i dont get a dollar, so this annoys the <font color="orange">HAMSTER</font> out of me.
The game is still in OPEN BETA, nothing is set in stone...cut the devs some slack and stop complaining people!
There's no excuse to lazy design other than laziness and that shouldn't be tolerated. I regret the money I spent on a founders.
The game is out, they just label it as an open beta so they might get some technical bugs under control, but there won't be any major changes till "launch". Every encounter, be it solo, skirmish or dungeon, from level 1 till the last tier at level 60 is the same way, boring boss, nearly all with super powerful AoE spam and masses of adds.
Every. Single. Boss. Of Molten Core. Actually *had* a unique set of mechanics that set them apart.
Mind Controlling Guards + Heals & Curse.
Spawning Fires, AE Fear.
Curses for big shadow hits, heals.
Lots of offtanked adds (not constantly spawning @#$#), boss sped up attacks as adds died.
"The Bomb" fight.
Teleporting, spellcast-interrupter.
Offtanked adds + teleports random people into fire pit.
And of course Ragnaros himself.
About 100x more intricate than *any* dungeon in this game. These are not complex bosses but at least they had *something* beyond "telegraph a big hit and spawn adds constantly". It's horrible. It's boring. It's not interesting. It's made worse by some of these bosses having ridiculous HP levels that drag the fights out for 10-20 minutes. I've given up hope on it receiving any significant change.
If you want to adress the core of the disease however,you have to fix the completely broken Class Balance.
That is where the real problem is rooting.
Getting 2 DCs who stack their AS and 1 or 2 CWs knocking Adds (which are supposed to cause the actual problems in a bossfight so far) off cliffs makes every encounter unsatisfying.
Even if you had super complicated boss fights,it would still result in a setup of 2 Clerics and 3 random dds. (of which rogues and CWs are uncontested)
So the solution for the kinda boring boss encounters in this game is making GFs and GWFs desirable for groups so that they can actually fulfill the role for which they have originally been designed.
And the main problem is a ""LOOT SYSTEM"" for criyng out loud.
MAKE LOOT INDIVIDUAL.
Adding tons of adds, dose not make boss fight interesting at all.
I ran into this problem first time ( guardian fighter ) in the Green Dragon boss fight. Up till then, I just tanked things. Pretty classic stuff, grab agro, hold agro, party kills stuff. Simple. Then we get to the Green dragon, and it all just fusterclucks. Yes, throwing in adds increases fight difficulty but as I said -type- of enemies and their -abilities- is what makes things intolerable. The Hellfire Magi in that fight completely bork it up. Otherwise, the fight would be 'easier', since it's a movement and placement fight : If you can't learn how to not stand in badstuff, then you deserve to wipe. Fights like the Green dragon should be learning experiences for the game, to teach players about AOE's and how bosses will use them. Not tedious rage inducing fights, where your tank can get chain stun locked by mobs and ultimatly killed before your cleric has anything to say about it.
But what's really bad is that things get worse as the game progresses. You start seeing enemies with truely annoying attacks and abilities you -cannot stop- I can stun things, as a guardian fighter. So why is it that some of these enemies seem to ignore these attacks ( I'm looking at you lizard folk shamans )? And as the game gets higher in levels, the combination and ability problem gets -even worse- More and more 'second teir enemies' ( aka, not simple grunt doodlets ) get knock backs, knock downs, and pop ups. Now, one of these baddies in a group of little grunts isn't so bad. but in the icemountains, a pair is completely frustrating. I spend most of the time fighting those guys either gaurding, or face down in the snow because they chain their 'stuns.' How is that supposed to be 'difficult' and not simply frustrating? The worst ( and by worst I mean I legitamatly threw down my headphones for the first time in my life ) was the Rimefang ( or whatever you call him, the frost wolf encounter ) fight. So let me get this straight, he blasts AOEs, his hitbox is so large I can't manuever very well, -AND- he spawns wolf adds that add AOE -AND- stunlock me? Not only that, the enemies chain these attacks! They wait till one has used the 'trip' attack, to use the next in line! That's not even counting how my 'cleric pet' is rock stupid, and won't move to avoid any AOE, and will spend most of her time face down in the dirt.
Devs, please. The way these encounters, ranging from non-instance, to instance, to five man party content is set up in the most amateurish way possible. It's one thing to put enemies into an encounter that have abilities, that when put together make things challenging. It's entirely another to make copy pasted baddies with a very limited skill set to give them and then slap it together with little regard to how these things will operate when played by your player base. I get that this is open beta, but then again, did -any- of you playtest -any- of these encounters at all? Did you put these encounters up against what is considered 'acceptable player parameters?' Did you put two frost golems into a play test area and try to beat them with a rogue, mage, guardian fighter at all? OR did you just smash the character ( character stat build non-withstanding ) into the encounters and simply say 'well, we proved you -can- beat them...' and call it a day?
What boils down from all that I've seen in this beta, and I understand it's a beta, and all the other mmo's that I've played is that I honestly expected better from you guys. You've got two other mmo's under your belt and I would have thought that you'd have learned from experience in what makes game mechanics fun.... and not either boring and or stupidly frustrating. Look, I'll even go as far as to tell you guys ( the devs here ) to go play some other mmo's and study how they handle encounters, and learn from -that- kind of experience. This game plays like some rank amatuer companies very first mmo at mid to high level.
If loot and adds aren't fixed I will put Neverwinter far in my dungeon, I will not spend any money on Neverwinter from last weak.
Oh how I've been there... I ragequit (alt+f4 hulk keyboard smash) and I'm a generally calm guy. Logged on 5 minutes after and did it with a friend though. Still, hate that boss with a vengeance.
Its use is possibly further on against other dungeon bosses, but havent got that far yet! With it being a lvl 1 Encounter but so far down the power purchase list, im just like WTF, cryptic check your $h!t, and the distance that damage is done based on hit box size against mobs is lazy mechanic of making the game hard. eg: Rotters in ebon downs and near impossible to dodge, these are supposed to be zombies Speed 4, yet they can move faster then my cleric can, and based on them all attacking in mobs, damage evasion is near impossible, speed on them needs to be toned down.
Yeah the problem is rooting, but in saying that there implementation of rooting all toons (See old game trailers showing freedom of movement) they havent done anything to any of the classes the rogue and cw still own in pvp, so rooting did nothing at all except ruin the evasion mechanic of the game in pve. Classes are meant to be overpowered, a mage is supposed to own, he has magic for crying out loud, pvp in this game isnt how it i would have liked to see it, i would have rather seen an gauntlet type where teams go against each other to complete dungeon/quest, then each other much how the competing dungeon party fights the group in the blackdagger zoned dungeon as one of the boss fights.
I figured this wouldnt change much. As usually bosses tend to have progressively better mechanics. But its been all the same so far.