SilverBride wrote: »This is what happens when players complain that bosses are defeated too fast.
I think the Mirrormoor incursion is the best example, the boss becomes immune, then the valks show up, then they become immune and you can attack the boss, then the boss becomes immune again and the valks appear again.. it's just padding. It's especially annoying when you're trying to set up your dots and debuffs and have to switch targets and do it over again, because it just became immune. That said, I got used to it and just go for quick damage instead.
I don't mind the immunity because there needs to be something to extend the fight and the other answer seems to be layer upon layer of AOEs and one shots. At least this way a melee character can contribute.
Worst way to solve the issue. I'll take "fun but short" over "long boring waiting" any day.SilverBride wrote: »This is what happens when players complain that bosses are defeated too fast.
I think the Mirrormoor incursion is the best example, the boss becomes immune, then the valks show up, then they become immune and you can attack the boss, then the boss becomes immune again and the valks appear again.. it's just padding. It's especially annoying when you're trying to set up your dots and debuffs and have to switch targets and do it over again, because it just became immune. That said, I got used to it and just go for quick damage instead.
Mirrormoor incursion... I would just like to add that right here is one Walkynaz with cast mechanics. He shield himself and needs to be bash by someone. Bash is taught in the tutorial for new players and experienced players should know this. (Although more and more often people don't do it, someone else will do it, even if it makes the fight take longer)I don't mind the immunity because there needs to be something to extend the fight and the other answer seems to be layer upon layer of AOEs and one shots. At least this way a melee character can contribute.
alpha_synuclein wrote: »SilverBride wrote: »This is what happens when players complain that bosses are defeated too fast.
No, that is what happens when zos hear what they want to hear instead of what we're saying.
Should have taken inspiration of Walks-Like-Thunder and have a strong healing phase you gotta destroy specific adds/static object quickly to prevent or mitigate it
Should have taken inspiration of Walks-Like-Thunder and have a strong healing phase you gotta destroy specific adds/static object quickly to prevent or mitigate it
Ultimately, bosses die because they are as dumb as a bag of rocks. Healing and immunity phases just add potentially frustrating delays to the process. They do not change the ultimate outcome.
Anyone who wants real challenge in their combat needs to spend more time in Cyrodiil and Battlegrounds.
Necrotech_Master wrote: »Should have taken inspiration of Walks-Like-Thunder and have a strong healing phase you gotta destroy specific adds/static object quickly to prevent or mitigate it
Ultimately, bosses die because they are as dumb as a bag of rocks. Healing and immunity phases just add potentially frustrating delays to the process. They do not change the ultimate outcome.
Anyone who wants real challenge in their combat needs to spend more time in Cyrodiil and Battlegrounds.
personally i think one of the most challenging WB encounters to solo is https://en.uesp.net/wiki/Online:Ri'Atahrashi
he has no immunity phases by himself, but the adds present a major problem when fighting him solo, because you cannot easily burn them before they start their fire circles (and if you have ANY dots going when that happens, you will get nuked)
obviously he melts when theres a large gathering of players which is fine, i think most of the subject of challenging WBs come more from a solo/small group perspective
Necrotech_Master wrote: »Should have taken inspiration of Walks-Like-Thunder and have a strong healing phase you gotta destroy specific adds/static object quickly to prevent or mitigate it
Ultimately, bosses die because they are as dumb as a bag of rocks. Healing and immunity phases just add potentially frustrating delays to the process. They do not change the ultimate outcome.
Anyone who wants real challenge in their combat needs to spend more time in Cyrodiil and Battlegrounds.
personally i think one of the most challenging WB encounters to solo is https://en.uesp.net/wiki/Online:Ri'Atahrashi
he has no immunity phases by himself, but the adds present a major problem when fighting him solo, because you cannot easily burn them before they start their fire circles (and if you have ANY dots going when that happens, you will get nuked)
obviously he melts when theres a large gathering of players which is fine, i think most of the subject of challenging WBs come more from a solo/small group perspective
I actually think he is easier solo than with a random group. You can single target him and as long as you don't AOE the ads, they don't do their major damage attacks.
Delves, incursions, overland, raid...In this chapter, it seems like bosses in every type of content have an immunity phase. It is so annoying. New players will just struggle more during the phase and veterans will see it as a waste of time. It serves literally no other purpose than making the fight longer when it shouldn't be if the group is good enough.
Took on Fall's Glade boss this morning with 3 other lvl 50 players, which should've been easy. But just after we'd passed all the endless immunity phases to finally finish the fight, for some unknown reason we were all pinned down to death so the boss could reset himself. Now I'm convinced. The engine is just plain cheating now, especially the West Weald bosses.Combined with the often unresponsive controls, lag spikes, stun spamming and massive insta-kill damage enemies deal it feels like the engine is just plain cheating.
alpha_synuclein wrote: »SilverBride wrote: »This is what happens when players complain that bosses are defeated too fast.
No, that is what happens when zos hear what they want to hear instead of what we're saying.
No, my thinking that it is because players have been complaining in the the Overland thread about the game being too easy.
I see adding extended immunity phases to be a way to accomplish harder bosses. It seems obvious to me. Players complain that the bosses get burned down before they can get their snarky "you'll never kill me!" speech out. If the players can't actually damage the boss, the boss has plenty of time to verbally taunt the players before they die.
Part of the problem is that some of those bosses can do damage while they are immune, which is just cheating. They might as well be standing up on a cliff outside of our range raining AoE down where we are standing. I really don't like fighting the Hand of God.
The other problem is that some bosses don't have a reliable visual clue that they are immune. The only reliable means to tell if the boss is immune is to look all the way up at the top to see if they have the gold health bar. If there is another way, I have been too busy in combat to notice. Too subtle.
Aside: I have not decided what I think about the random teleportation to get away from player attacks, yet. It is on the annoying side of the scale. The bosses already act like they have attention problems, running from player to player. Maybe them teleporting all over the place is just Boss Derangement Syndrome.
I find boss fights to be challenging when there is a lot going on. Incoming overlapping AoE fields that matter and adds coming in behind me and from the sides that force my attention away from the boss. One shots, immunity, and teleportation don't really impress me that much. It is more annoying than challenging.