04-23-2016, 09:12 PM
As someone who solos 90% of the time purely since players love to disable sound effects and tab out so they don't know it's their own turn yet and always seem to check back after it's expired (ASDFGHJKL STOP DOING THIS, PEOPLE, stop wasting my time with your impatience, my turns almost always take under 10 seconds since I plan my move out in advance, unless you happen to screw my plan up, yourself, so just wait for 1/6 of a single minute instead of making ME wait SEVERAL!) I've got to say, Trex's proposed changes for some bosses is downright horrifying. Here's why:
General: Most people tend to PVE as Evokers/Hexers. CM Sears + Boss staying in the area = making a joke of absolutely anything that doesn't resist fire, AND they don't need to get as close. Rampage is generally the biggest threat they need to face, and bosses die too fast against them for it to be much of an issue. But most other classes? Gunners generally have low HP and can't reliably kite due to skills like Skilled Hunter and of course Rampage, for example. And melee classes... just... melee classes. Yes, melee classes alone are single handedly one very good reason why most of these changes should not be implemented. And a friendly reminder that you only get one shot at the core battle, even if you make your way back, so working towards a full clear for literally HOURS only to end up at one of these bosses... I mean, just....
Omega Jammers may not have the most amazing Hit ever, if you're a perfect Cel dodger, sure, but they do seem to have decent crit chance. I've had BKs with R5 Negation get overwhelmed just from it's dual crits every round (because Kiting isn't an option or it'll just Rampage.) Letting it DIVIDE AND SURROUND YOU FOR 4X THE CRITS... I mean really. This one kind of speaks for itself. I know, I know, "Rany, stfu about your bad luck." But my point is strong: If they can crit BKs, that means they'd most likely have at least 51% crit against other classes. Ergo, suicide to give them divide.
Goblin Giant's proposed change is honestly okay by me. It doesn't change the dynamic too much unless it's getting surrounded, and Board Shaker uses a lot of FP, so it can only spam it so long.
Lava Slime: If this idea is added, remove it's guaranteed heavy fire damage that bypasses immunity/absorb melee counter. The two combined is just way too much. A melee class would need to trudge through these tiles just to approach and take more damage on the attack. "Oh, but Rany, just use a mercury and autohits!" Right, because the only Lava Slimes are 60+ and every character ever would have both the time to get specific footwear just for this fight AND enough FP to spam Autohits to not die?
Fangs, Spectre Knight, Alraune's proposed changes are all fine. Even if Alraune's could potentially make it absolute suicide to ever use non skip+repel melee against her, at least it's thematic and counterable by most classes in one way or another (Bash, Gust Trap, Repel, Peddling Wheel, etc.)
Bandit Boss getting orders could potentially be the most OP terrifying PVE thing in the game. Unless you're an Evoker/Hexer in which case HAHAHAHAHAHAHAHAHAHAHAHAHA, literally nothing threatens you in PVE. Bandit bosses spawn with a lot of minions. Giving them ALL a minimum +25 damage each round, potentially more if the bandit offhands a tome? Any non-dodge melee would just automatically die, end of story. "Duuuuur, not me, I have 1000 HP, so like 8 of them attacking me would take a few turns to wear me down!" Well good for you, you're the elite group who've LE'd dozens of times and have some pretty great rare enchants, but that doesn't mean everyone is you.
Gigas Rex's suggestions, I'm totally on board with. It really is kind of a joke. I had a level 5 summoner beat a level 14 gigas rex once just by repeatedly dropping a seeker flame in front of it, and then attacking with a tome. Resist. No M to move. And it was attacking so no Rexquake. I mean really. it needs something else.
Shadow Guardian: I'd like to point out one big flaw in the proposed suggestion: It's exploitable as hell. Just hang back outside of it's range and drain all it's FP before you really fight. (Which would basically be mandatory if it knows Malmelo once you factor in Demon Translation's damage reduction.)
I don't think the changes are inherenly bad or anything, but they really do seem like "yo, nothing threatens evoker/hexer, let's make it more interesting for them and screw the rest." There are some good ideas, but sometimes incredibly imbalanced.
TLDR version: Jus read megablues' post.
General: Most people tend to PVE as Evokers/Hexers. CM Sears + Boss staying in the area = making a joke of absolutely anything that doesn't resist fire, AND they don't need to get as close. Rampage is generally the biggest threat they need to face, and bosses die too fast against them for it to be much of an issue. But most other classes? Gunners generally have low HP and can't reliably kite due to skills like Skilled Hunter and of course Rampage, for example. And melee classes... just... melee classes. Yes, melee classes alone are single handedly one very good reason why most of these changes should not be implemented. And a friendly reminder that you only get one shot at the core battle, even if you make your way back, so working towards a full clear for literally HOURS only to end up at one of these bosses... I mean, just....
Omega Jammers may not have the most amazing Hit ever, if you're a perfect Cel dodger, sure, but they do seem to have decent crit chance. I've had BKs with R5 Negation get overwhelmed just from it's dual crits every round (because Kiting isn't an option or it'll just Rampage.) Letting it DIVIDE AND SURROUND YOU FOR 4X THE CRITS... I mean really. This one kind of speaks for itself. I know, I know, "Rany, stfu about your bad luck." But my point is strong: If they can crit BKs, that means they'd most likely have at least 51% crit against other classes. Ergo, suicide to give them divide.
Goblin Giant's proposed change is honestly okay by me. It doesn't change the dynamic too much unless it's getting surrounded, and Board Shaker uses a lot of FP, so it can only spam it so long.
Lava Slime: If this idea is added, remove it's guaranteed heavy fire damage that bypasses immunity/absorb melee counter. The two combined is just way too much. A melee class would need to trudge through these tiles just to approach and take more damage on the attack. "Oh, but Rany, just use a mercury and autohits!" Right, because the only Lava Slimes are 60+ and every character ever would have both the time to get specific footwear just for this fight AND enough FP to spam Autohits to not die?
Fangs, Spectre Knight, Alraune's proposed changes are all fine. Even if Alraune's could potentially make it absolute suicide to ever use non skip+repel melee against her, at least it's thematic and counterable by most classes in one way or another (Bash, Gust Trap, Repel, Peddling Wheel, etc.)
Bandit Boss getting orders could potentially be the most OP terrifying PVE thing in the game. Unless you're an Evoker/Hexer in which case HAHAHAHAHAHAHAHAHAHAHAHAHA, literally nothing threatens you in PVE. Bandit bosses spawn with a lot of minions. Giving them ALL a minimum +25 damage each round, potentially more if the bandit offhands a tome? Any non-dodge melee would just automatically die, end of story. "Duuuuur, not me, I have 1000 HP, so like 8 of them attacking me would take a few turns to wear me down!" Well good for you, you're the elite group who've LE'd dozens of times and have some pretty great rare enchants, but that doesn't mean everyone is you.
Gigas Rex's suggestions, I'm totally on board with. It really is kind of a joke. I had a level 5 summoner beat a level 14 gigas rex once just by repeatedly dropping a seeker flame in front of it, and then attacking with a tome. Resist. No M to move. And it was attacking so no Rexquake. I mean really. it needs something else.
Shadow Guardian: I'd like to point out one big flaw in the proposed suggestion: It's exploitable as hell. Just hang back outside of it's range and drain all it's FP before you really fight. (Which would basically be mandatory if it knows Malmelo once you factor in Demon Translation's damage reduction.)
I don't think the changes are inherenly bad or anything, but they really do seem like "yo, nothing threatens evoker/hexer, let's make it more interesting for them and screw the rest." There are some good ideas, but sometimes incredibly imbalanced.
TLDR version: Jus read megablues' post.
*loud burp*