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Not sure what's more annoying (overland bosses)

Prof_Bawbag
Prof_Bawbag
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The bad game design that means bosses will give chase to a single player or people who are close to death sprinting out the area just so they don't die. Three of us between lvl 15 - 31ish and a cp103 taking on Snapjaw and I admit, the fight was a drawn out affair. Just as the boss was around 1/4 health, the cp103 does a ruuner as they're obviously about to be picking up the daisies. Rather than just take it on the chin (no pun intended) like we all do from time to time, they run and we have to go through the entire thing again because the boss reset. They were about to do it again when one of the other people told the cp103 to just kite around the rock, but stay in the area even if it meant death.

If there's a group of players, the boss really should stick within it's spawn zone and no idea why they haven't added this mechanic into the game. Fair enough, If there's only a single player, then the boss should reset when that player leaves that particular spawn zone/cell.
  • Riejael
    Riejael
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    The dead deal no damage.
    The boss could have been taunted.
    The player could have been healed.

    Unless that CP 103 was in full cp100 gear, the lower levels should have been able to pull agro back with damage if he was running away doing no or little damage.

    The way I handle bosses myself is if I don't want them resetting, I have them tanked.

    They are balanced around bringing 4 players.
  • Prof_Bawbag
    Prof_Bawbag
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    Yeah, about taunts, because of the level of the two other guys, they well may have been new players for all I know. I had no taunts on my low level mage. 2 of us were low level mages, the other 2 were Templar and NB respectively. Sometimes when you're just out and about doing the questing thing, the chances are you will do bosses with complete random of all abilities and depth of knowledge.

    Saying that, I've played this game for nearly 2 years now and must admit I have never went into any overland boss fight organised within a group, especially if there's just a bunch of random guys doing what I'm doing - just happen to be passing.

    Doesn't really matter about the damage after awhile. if you've done enough then you still reap the rewards like the rest. More so when there's just a small group of us as was the case here.
    Edited by Prof_Bawbag on December 3, 2016 5:37PM
  • Bouldercleave
    Bouldercleave
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    The problem as I see it is if the boss didn't reset when you left his area, there would be nothing from people running away to just the edge of the area and just hitting at range until it was dead. There would be almost no way NOT to kill a world boss.

    I think this mechanic exists to eliminate exploitation
  • MopeyHat
    MopeyHat
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    The problem as I see it is if the boss didn't reset when you left his area, there would be nothing from people running away to just the edge of the area and just hitting at range until it was dead. There would be almost no way NOT to kill a world boss.

    I think this mechanic exists to eliminate exploitation

    I think the OP's idea was that so long as a player was in range, the boss would not reset - so it would reset in the scenario you describe. Then you could have some player psuedo-tank and hold the boss in range while everyone else ranges - a somewhat milder form of exploitation I suppose.
  • Prof_Bawbag
    Prof_Bawbag
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    The problem as I see it is if the boss didn't reset when you left his area, there would be nothing from people running away to just the edge of the area and just hitting at range until it was dead. There would be almost no way NOT to kill a world boss.

    I think this mechanic exists to eliminate exploitation

    Then they shouldn't be able to damage the boss if they're not within the designated zone. Or the boss should just return to the rest of the group that haven't left the zone. Because one group member can currently just run, the rest of us can potentially get penalized. It's not as if there aren't usually obstacles that allow you to kite around with most bosses. I'd rather take the death than waste 10mins of everyone's hard work, but that's just me.

    You even see people doing this at dolmens when there's just the two of you at low levels. You have the entire dolmen centre to kite around, yet some people just think running into the wilderness will solve it. Funny thing is, they usually die anyway which makes it all the more bizarre.
    Edited by Prof_Bawbag on December 3, 2016 7:13PM
  • Bouldercleave
    Bouldercleave
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    The problem as I see it is if the boss didn't reset when you left his area, there would be nothing from people running away to just the edge of the area and just hitting at range until it was dead. There would be almost no way NOT to kill a world boss.

    I think this mechanic exists to eliminate exploitation

    Then they shouldn't be able to damage the boss if they're not within the designated zone. Or the boss should just return to the rest of the group that haven't left the zone. Because one group member can currently just run, the rest of us can potentially get penalized. It's not as if there aren't usually obstacles that allow you to kite around with most bosses. I'd rather take the death than waste 10mins of everyone's hard work, but that's just me.

    You even see people doing this at dolmens when there's just the two of you at low levels. You have the entire dolmen centre to kite around, yet some people just think running into the wilderness will solve it. Funny thing is, they usually die anyway which makes it all the more bizarre.

    Don't get me wrong, I agree with you. I was just trying to provide a possible explanation on why they may have done it the way they did. This mechanic (as well as many others) have multiple ways of getting the job done. I was in no way defending them or saying that it was the best way.
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