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Why are there so many adds on boss fights?

suirakksuirakk Member Posts: 31
edited June 2013 in General Discussion (PC)
Let me just say before I start my rant that I love this game and this, other than the numerous bugs, is the only thing that really bothers me.

Jesus <font color="orange">HAMSTER</font>!?!?!?!?!?! Why the hell are there 62,378,946,237,946,891,237,469,876 adds per boss fight in this game? Are you devs that lazy that you can't program fight mechanics? Every single boss fight be in in an instance or not, its the same thing .. avoid boss kill adds, hit boss till adds pop ... rinse repeat. What ever happened to the good ol' "tank and spank, turn the ***** into a corner and light it up" boss fights? Why does EVERY boss at the same 25%, 50% and 75% health spawn a **** load of adds?

It makes fight tedious. And for people like me that are not planning on spending money just yet on this game it renders our companions useless because we can't level them to max level. That right there is a slap in the face to people who play these kinds of games because of the budget factor. Basically it is treading the line of straight up Pay to Win.
Post edited by suirakk on

Comments

  • rohk007rohk007 Member, Neverwinter Beta Users, Neverwinter Hero Users, Silverstars Posts: 0 Arc User
    edited June 2013
    lack of imagination and needing to get epic dungeons out sooner. This game has been released probably 8 months too early to be honest. A year from now it will be a much better game.
    [SIGPIC][/SIGPIC]
  • rictrasrictras Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 239 Bounty Hunter
    edited June 2013
    The boss sees the group coming and as a warning, yells out "Party!"

    All the minions misunderstand him or her, and they run over to get their groove on.
    The meaning of life, is to give life meaning.
  • draconerus1draconerus1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 26 Arc User
    edited June 2013
    I agree. A lot of these twitch/action MMO's use the SAME mechanic on EVERY fight. Spawn adds.
  • dtrain69dtrain69 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited June 2013
    Cause that is what we all want in a boss fight...

    adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds and adds


    Then some more adds.
  • daxx360daxx360 Member, Neverwinter Beta Users Posts: 0 Arc User
    edited June 2013
    Because the adds ARE the boss fight. The big thing in the middle of the room is just there as a distraction from the real challenge... The same **** you've been killing for the entire dungeon run.
  • bioshrikebioshrike Member, NW M9 Playtest Posts: 4,729 Arc User
    edited June 2013
    It wouldn't be so bad if, for instance, the enemies had an entry point, and you and your team could somehow block them so as to eliminate or lessen them from coming. The fact that they instaspawn, seemingly out of nowhere, is a very cheap and immersion breaking "feature".
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  • nekodacrazynekodacrazy Member Posts: 2 Arc User
    edited June 2013
    Creating a boss fight with smart mechanics requires game designers to spend valuable time. Implementing said mechanics takes more time, plus some extra time for testing/balancing.
    Coding in boss fights that essentially differ by the type of adds that get summoned requires a simple copy-paste motion, and you're done. Considering PWE works by sucking profits at the beginning, then essentially sending games to a downward spiral to rot, you can't really be naive enough to expect any work hours to be spent on designing combat mechanics.

    You know what Gauntlgrym 20-man PvE is going to be, right? A fight with gazillions of adds that requires 8 CWs to cast Arcane Singularity on everything that is not CC-immune, 10 clerics to spam Astral Shields and tank any big adds and 2 rogues to kill whatever training dummy they put there instead of a boss.
  • s3pts3pt Member Posts: 177 Bounty Hunter
    edited June 2013
    rohk007 wrote: »
    lack of imagination.

    Pretty much this ^
  • assassin83assassin83 Member, Banned Users Posts: 276 Bounty Hunter
    edited June 2013
    You know what Gauntlgrym 20-man PvE is going to be, right? A fight with gazillions of adds that requires 8 CWs to cast Arcane Singularity on everything that is not CC-immune, 10 clerics to spam Astral Shields and tank any big adds and 2 rogues to kill whatever training dummy they put there instead of a boss.

    LOL so true
  • lonnehartlonnehart Member Posts: 846 Arc User
    edited June 2013
    Lemme guess... The Boss summons Adds in his fight, and when you fight the Adds, they summon more Adds, rinse and repeat...?
    *sings* "I like Gammera! He's so neat!!! He is full of turtle meat!!!"

    "Hah! You are doomed! You're only armed with that pathetic excuse for a musical instrument!!!" *the Savage Beast moments before Lonnehart the Bard used music to soothe him... then beat him to death with his Fat Lute*
  • draconerus1draconerus1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 26 Arc User
    edited June 2013
    Lazy devs are lazy.
  • kattefjaeskattefjaes Neverwinter Beta Users, Neverwinter Hero Users Posts: 2,270 Bounty Hunter
    edited June 2013
    ..because the boss fights are cheap and hastily cobbled together, obviously. Interesting boss fights generally involve a little complexity, some different behaviours and patterns. Of course, since threat, aggro and tanking don't work properly yet, designing boss fights that are more than facetanking zergfests might be expecting a bit much- the basic building blocks still need work.

    Still, you can buy a new spider pet, or a respec token to try and work around your broken powers and feats, so stop complaining.
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