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Trial and Dungeon bosses to have red and blue cps and vulnerable to specific types on damage

chetter_hummin
chetter_hummin
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To adress power creep and also to make trial groups with much more diversity than 8 magblades/stamblades, I think it s worthy to be tested making trial and dungeon bosses to have red and blue cps. Also red cps to not be even distributed so bosses should be vulnerable to 1 maybe 2 or 3 types of damage. For example for a big trial like HOF with 5 bosses, each one of them to be vulnerable to fire first boss, magic second, poison third, physical forth and so on. That togheder with cp increases for bosses will make player increased cp every patch a mandatory requirment to provide same dps but not more and more every patch.

Also I propose green cp to be frozen as Morrowind initial idea to make sustain harsh(which I agree with) is more and more lost with every green cp increase. Not to say befoul perl should dissapear imo or be adjusted to scale as Blessed perk scales as befoul being in green tree will allow players to have damage and healing reduction but this is another topic.
Making bosses vulnerable to specific damage types would make raid leaders to consider having a mag dk for example (best fire damage in the game) or a mag sorc (best lightning damage in game) and will not mess with pvp at all as players can have their red and blue cps distributed as they so wish.
  • idk
    idk
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    I assume you mean CP since there is no CPS in the game.

    CP is frozen across all trees so there is no reason to propose freezing CP. This should be obvious since the cap was not raised with the last DLC Though the reasoning is also inaccurate since CP has not even come close to catching up to changes in Morrowind.

    As for the first paragraph, making bosses resistant, or vulnerable, to certain damage would not change class diversity. It can only affect stam vs mag. Class diversity is based on how each class performs. Changing elemental vulnerability just means changing a staff.
  • chetter_hummin
    chetter_hummin
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    yeah, was a typo. also cp cap not increased this patch was a temporary solution, not a permanent one.
    changing a staff will only mess with blockade/LA/ulti . Lets say a whip to make almost as much damage as impale to a boss vulnerable to fire and so on. make the difference big enough to acctually want to have a lot of that type of damage in group.
  • idk
    idk
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    yeah, was a typo. also cp cap not increased this patch was a temporary solution, not a permanent one.
    changing a staff will only mess with blockade/LA/ulti . Lets say a whip to make almost as much damage as impale to a boss vulnerable to fire and so on. make the difference big enough to acctually want to have a lot of that type of damage in group.

    Zos froze CP while they review CP. In other words they are strongly considering changing it which could also include moving the cap less often.

    Regardless of how they manage the cap, until we know what it will look like it is rather moot suggesting changes to NPC bosses based on CP. Not even getting into how the idea presented would not have a meaningful affect on class diversity in raids.
  • Digiman
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    Yeah, they have seemed to considered not raising the CP cap for every DLC they release. Wish they would only raise it during expansions though.
  • WrathOfInnos
    WrathOfInnos
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    This was pretty much the case until maybe a year or two ago, bosses had damage types they were resistant to or weak to. For example the Storm Atronach boss in vAA took less damage from lightning and was immune to concussion, which made it difficult to put him off-balance.

    The problem with this system, is that most people were not aware of it. It wasn’t explained anywhere in game, and there was no way to inspect enemies to determine their weaknesses. So they decided to make it easy and just give all bosses the same 18200 resistance to all damage types, with no status effect immunities.
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