The sweepers are annoying enough, wich is their purpose I believe?
We can't expect them to just kill zergs (although that would still be nice ) and other than that everyone tries to stay away from them or use them against the enemy.
HeroOfNone wrote: »The sweepers are annoying enough, wich is their purpose I believe?
We can't expect them to just kill zergs (although that would still be nice ) and other than that everyone tries to stay away from them or use them against the enemy.
they may be annoying to kill in small groups, but to large groups they can kill them pretty easily. the point is to give a bit more risk and challenge to those large groups while still making them entertaining. otherwise the fights are just "get a big group and roll through" without much thought. lets keep the challenge there and not make these easy fights =3
HeroOfNone wrote: »The sweepers are annoying enough, wich is their purpose I believe?
We can't expect them to just kill zergs (although that would still be nice ) and other than that everyone tries to stay away from them or use them against the enemy.
they may be annoying to kill in small groups, but to large groups they can kill them pretty easily. the point is to give a bit more risk and challenge to those large groups while still making them entertaining. otherwise the fights are just "get a big group and roll through" without much thought. lets keep the challenge there and not make these easy fights =3
I don't mind a challenge where it does not exist yet, but that still means your ideas should make sure they don't become even more dangerous to small groups, they are already deadly often.
Maybe make the major district bosses scale number of adds summoned/damage of boss scale to number of players in its area of reaction/aggro range?
For every player over ten increase the damage of the boss attacks by 2%.
Fifteen players in range=10% more damage.
Twenty players in range=20% more damage.
Twenty-five players in range=30% more damage.
Thirty players in range=40% more damage.
Given how hard the sweeper bosses hit already, big groups (with healing in Cyro being nerfed) would not fare well.
tinythinker wrote: »A similar kind of idea posted elsewhere...Maybe make the major district bosses scale number of adds summoned/damage of boss scale to number of players in its area of reaction/aggro range?
For every player over ten increase the damage of the boss attacks by 2%.
Fifteen players in range=10% more damage.
Twenty players in range=20% more damage.
Twenty-five players in range=30% more damage.
Thirty players in range=40% more damage.
Given how hard the sweeper bosses hit already, big groups (with healing in Cyro being nerfed) would not fare well.
Contraptions wrote: »I would rather they have mechanics that scale according to the number of people around. Eg. one add or AOE for each player within a certain radius, or a certain special attack will hit 1 out of 3 or 4 people fighting it.
I would rather the mechanics also force interesting interactions between players, both friendly and enemy. Imagine the boss puts a high damage Prox Det style manabomb on a player (like during the Serpent fight). Now, in a PVE situation you would just deplete your mana and save yourself and your temmates, but now the player can choose - should I play safe and save myself and my teammates? Or keep my magicka high and charge into my enemies and blow them up instead, although potentially sacrificing myself? Suddenly what is a negative boss mechanic can be turned against your enemies as well.
Or the beam mechanic from Gamyne Bandu (FG second boss). If I get tethered to my enemy, should I run away and break the beam? Or chase him down and let the DOT assist me in finishing him off (knowing that the DOT applies to me as well)?
Or even something as simple as a unbreakable stun mechanic that needs your teammates to save you (ala the cocoon from COH second boss or the SO lamia boss) Will I risk saving my teammate, exposing myself to both the boss and enemy players? Or will I take this chance to get another player back into the fight?
Or an "you're it" mechanic, where the boss will mark one player for death and only focus its attacks and AOEs on that person. Bashing an enemy will pass "it" to that person, and so on.
So many ways to make this interesting - kiting AOEs into the enemy, facing the boss' conal attacks towards the enemy, and much more. Instead what we get is boring "avoid AOE, kill adds" fights. pff.
FYI some games dynamically scale mobs depending on number of players around / hitting it. (ie. DAoC did this)
HeroOfNone wrote: »HeroOfNone wrote: »The sweepers are annoying enough, wich is their purpose I believe?
We can't expect them to just kill zergs (although that would still be nice ) and other than that everyone tries to stay away from them or use them against the enemy.
they may be annoying to kill in small groups, but to large groups they can kill them pretty easily. the point is to give a bit more risk and challenge to those large groups while still making them entertaining. otherwise the fights are just "get a big group and roll through" without much thought. lets keep the challenge there and not make these easy fights =3
I don't mind a challenge where it does not exist yet, but that still means your ideas should make sure they don't become even more dangerous to small groups, they are already deadly often.
If done properly this wouldn't affect small groups. Just large zergs in the area
HeroOfNone wrote: »HeroOfNone wrote: »The sweepers are annoying enough, wich is their purpose I believe?
We can't expect them to just kill zergs (although that would still be nice ) and other than that everyone tries to stay away from them or use them against the enemy.
they may be annoying to kill in small groups, but to large groups they can kill them pretty easily. the point is to give a bit more risk and challenge to those large groups while still making them entertaining. otherwise the fights are just "get a big group and roll through" without much thought. lets keep the challenge there and not make these easy fights =3
I don't mind a challenge where it does not exist yet, but that still means your ideas should make sure they don't become even more dangerous to small groups, they are already deadly often.
If done properly this wouldn't affect small groups. Just large zergs in the area
As you illustrated, its much more easily done improperly.