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Sewers bosses redesign

Triipzzz
Triipzzz
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My point is mainly with the rewards. Most of the surface bosses in the districts are easy to solo and net you a decent amount of stones. Anywhere from 5-10k typically. However, the sewers bosses have been neglected. They are both harder to kill and give you a horrible reward of 2k stones if you solo one.

An upgrade in the drops to match the surface bosses would be nice considering they are more mechanic based, hit harder and give little room to fight. What do you think?
  • JackAshes
    JackAshes
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    Not to sure about this one mixed feelings. I think the developers use them currently as a means of whacking your stones on the way back to base to turn in your stones and forcing a larger population into the city vs the sewers. If they increased them I don’t think it should equal top side but maybe double what the current drop rate is. People would be farming them making the return to base a zero risk proposition. Agree about the change you are suggesting op just not the payout amount.
    Edited by JackAshes on April 5, 2018 4:39PM
  • OdinForge
    OdinForge
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    JackAshes wrote: »
    Not to sure about this one mixed feelings. I think the developers use them currently as a means of whacking your stones on the way back to base to turn in your stones and forcing a larger population into the city vs the sewers. If they increased them I don’t think it should equal top side but maybe double what the current drop rate is. People would be farming them making the return to base a zero risk proposition. Agree about the change you are suggesting op just not the payout amount.

    There is no risk of returning to base, certainly not from the sewer bosses. The sewer bosses will make it hectic for a zerg group to make it back to base with everyone, because zerg players are generally slower to move in large groups and more clumsy.

    When I run to base solo or in a small group, we freely run past the sewer bosses because the bosses move slower than you. By the time you run to the door the boss is left in the dust, and you are free to go through the door as no mob can keep up with even the slowest class specs.

    I read the OP and I disagree for my own reason, and offer my own idea hidden in this spoiler tag as it is not my thread.
    I think the sewer bosses should be massively buffed to become far more difficult to contend with, but not increase their stone value. The value these bosses bring is that they help level the playing field with large zerg numbers, because as I mentioned earlier they are a major nuisance to zerg groups that clumsily die balled up in tight corridors, and do not know how to escape them. Solo players or smaller groups will nimbly avoid these bosses, while picking off members of bigger groups for their stones.

    Instead ZOS should add several objectives that bigger groups can complete in many of the sections where these bosses roam, for large amounts of stones (more than capable in the city). These groups will happily farm stones uninterrupted, the risk for them should be maintaining location of these bosses.
    The Age of Wrobel.
  • JackAshes
    JackAshes
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    An experienced Zerg group (as you call them) can and do just as easily avoid these boses. But we all know there are tons of plebs solo, duo, small, group or Zerg running through blindly to base all the time losing their stones and that is the effect the developers want. I do wonder what would happen in The sewers if they payed out just as much as the top side boses though. It would bring tons of action to the sewers. Where you around Odin when they used to pay out much more? What was it like?
    Edited by JackAshes on April 5, 2018 7:47PM
  • OdinForge
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    JackAshes wrote: »
    An experienced Zerg group (as you call them) can and do just as easily avoid these boses. But we all know there are tons of plebs solo, duo, small, group or Zerg running through blindly to base all the time losing their stones and that is the effect the developers want. I do wonder what would happen in The sewers if they payed out just as much as the top side boses though. It would bring tons of action to the sewers. Where you around Odin when they used to pay out much more? What was it like?

    Before the district change in IC, it was both more fun and less profitable. Because the sewers are naturally more fun to fight in and expansive, but also because it was rare to find anyone with stones. Since players took 80% of stones and you could suicide to mobs retaining most of them, getting large heists off was very uncommon. The sewers are now dead and largely irrelevant, but they should be more profitable than the city.

    My friend had a good idea on how the sewers could be changed.
    The Age of Wrobel.
  • JackAshes
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    Wow such an awesome post by him if they just implemented a third of his ideas The sewers would be flooded with people. I fear Zos won’t spend the money or resources to make IC or the sewers great again. They may tweak drop rates or items drops but that about it
    Edited by JackAshes on April 5, 2018 11:24PM
  • LegacyDM
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    Sewer bosses are not intended to be killed. They were a pathetic attempt by Zos to reduce farming and trolling of pve players.
    Legacy of Kain
    Vicious Carnage
    ¥ampire Lord of the South
  • UppGRAYxDD
    UppGRAYxDD
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    Just let the bosses drop transmute crystals as well as the current rewards...the sewer population would grow exponentially. Then just make the Sewers part of the base game.
    "Stendarr's mercy be upon you, for the vigil has none to spare."
  • Priyasekarssk
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    Triipzzz wrote: »
    My point is mainly with the rewards. Most of the surface bosses in the districts are easy to solo and net you a decent amount of stones. Anywhere from 5-10k typically. However, the sewers bosses have been neglected. They are both harder to kill and give you a horrible reward of 2k stones if you solo one.

    An upgrade in the drops to match the surface bosses would be nice considering they are more mechanic based, hit harder and give little room to fight. What do you think?

    2K ? I got literally around 500 -1k. It was sometime back ago. I could be wrong. I dont see any difference in difficulty between sewer boss and district. Now ZOs will nerf district bosses, instead of pumping up sewer bosses. ZOs logic always work differently.
    Edited by Priyasekarssk on April 13, 2018 7:30PM
  • Triipzzz
    Triipzzz
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    UppGRAYxDD wrote: »
    Just let the bosses drop transmute crystals as well as the current rewards...the sewer population would grow exponentially. Then just make the Sewers part of the base game.

    That's the best thing I've heard all week. Even if it is a small amount like 3 a boss. That would be well worth it. I miss the sewer days.
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