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Pulling bosses back to avoid trash, is this an exploit?

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  • chronomancerchronomancer Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 1,223
    edited June 2013
    noosed wrote: »
    You're doing it wrong, anytime i have dodged away from these abilities I have taken precisely zero damage. To reiterate, you're doing it wrong.

    Not everyone has dodge. It's an overpowered TR ability that pretty much grants invulnerability.
  • mconosrepmconosrep Member Posts: 0 Arc User
    edited June 2013
    noosed wrote: »
    You're doing it wrong, anytime i have dodged away from these abilities I have taken precisely zero damage. To reiterate, you're doing it wrong.

    It is kinda harder on classes that don't have a instant dodge that also makes you invulnerable....
  • captainlangercaptainlanger Member Posts: 0 Arc User
    edited June 2013
    panderus wrote: »
    It is not intended and we will be fixing these in a case per case basis as we can or perhaps a systemic fix if possible. This is not a serious enough of an exploit or bug to suspend players or bring the shards down for an immediate fix though.

    So is the insane over the top amount of adds spawn on most bosses intended? with such a bad setup of classes i'm really not looking forward to just more dungeons of stupid million add spawns when my GF can barely tank a dead tree.
  • lilmonkey222lilmonkey222 Banned Users Posts: 296 Bounty Hunter
    edited June 2013
    Not everyone has dodge. It's an overpowered TR ability that pretty much grants invulnerability.

    LMAO.

    When people say dodge, they refer to the special move-out-of-the-way ability that all classes get (except GFs, but they get something even better!).

    (And no, it doesn't grant invulnerability, not even 'pretty much'. GW2 has that, .5 sec worth of invulnerability frames. NW doesn't need that.)


    Gee gee.
  • s2l30nportos2l30nporto Member Posts: 4 Arc User
    edited June 2013
    BUF??? in final boss.. leader party kick... fix its... ask for alll members party for kick... i hate its...
  • rapticorrapticor Member, NW M9 Playtest Posts: 1,078 Arc User
    edited June 2013
    kaasdoek wrote: »
    if you want an easy way to fix it. Do it like Everquest. Named always summon players to them if they try to flee away.

    Oh please don't do this. It's a very annoying gimmick. In EQ not all named summon and those that do only do so after taking a certain amount of damage. However most of them have a "leashing" mechanic where if you pull a boss out of it's intended combat area it will warp back to spawn and go to full health as well as stripping any debuffs.
  • rustybladesrustyblades Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users Posts: 75
    edited June 2013
    rapticor wrote: »
    Oh please don't do this. It's a very annoying gimmick. In EQ not all named summon and those that do only do so after taking a certain amount of damage. However most of them have a "leashing" mechanic where if you pull a boss out of it's intended combat area it will warp back to spawn and go to full health as well as stripping any debuffs.
    GW2 does this a lot - fighting a mini-boss only to have some random trigger click that says - too far away, let the player escape and the thing goes back 25' away and full health.
  • morvek01morvek01 Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users Posts: 118 Bounty Hunter
    edited June 2013
    Creative use of existing game mechanics.
    If you can't be constructive in your criticism, go back to world-of-whiners.
  • kevlintallfellowkevlintallfellow Member Posts: 0 Arc User
    edited June 2013
    For the sub-bosses, there really should be some kind of leashing mechanic where the boss recognizes that you're trying to lure them out of the area they're tasked with defending or occupying, and refuse to leave it. Make them reset and run back to spawn the same as every mob in the open world areas. Alter their behavior to prevent players from holding them right at the edge of their leash range and just shooting them in the face. This type of leashing should only be used for bosses in open areas where players are able to run back to previous areas, allowing a party to retreat to safety if they choose to do so, while the boss regroups at it's assigned area to await another attack.

    For end-bosses, leashing should not be necessary, because once you enter the end-boss lair, the door slams shut and you *cannot* escape. Once your party commits to battling the end-boss, victory or death are your only options.

    As I see it, these are two of the primary means for preventing boss-pulling shenanigans.

    Of course, once they get around to adding some different boss mechanics where you don't have to face wave after wave of minions crashing against your party, they can let a boss chase you all over the place as long as the boss always has some means of coming after you or attacking you wherever you go. I can't wait to see that!
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