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Please make Ruk status-able


OvisCaedo
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It seems like the selection of bosses immune to status procs (the one of most concern being corrosive) is fairly arbitrary already, with Ruk being one of the relative few who has it. So I'd like to request that he NOT have corrosive immunity. His health gating and weak points mechanic already stop him from being one-shotted anyhow (outside of glitches that probably exist).

...And, notably, for four squads, they can already get rid of all of his armor with corrosive projection anyhow.

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There's nothing stopping Ruk from being one-shot, besides taking too weak a weapon to remove all his health in a single shot.

What slows the fight down is newbs who don't understand the mechanics, and either flail at him ineffectually with a melee weapon, slowing his transitions between vulnerable stages (people don't pay any attention to the fact they aren't doing any damage, and no damage numbers are showing up, the same as happens with Kril), or shoot at his weak points with low damage per shot weapons, so that they close up with only the minimum possible damage done.

The only gating is the closing of weakpoints once he's taken a certain amount of damage.  If you can do enough damage in the first shot, it will affect his entire health pool.

If I was to improve the game it wouldn't be through nerfing boss fights, it would be through informing players, and not requiring them to use 3rd party sites to understand how the fights work, or requiring them to use a codex scanner, and putting the information behind a successful completion of the fight.

If you want your game to have any hope of being WoW levels of successful, you don't ignore the new player experience, leaving your game overly complicated and hard to understand, to the point you have god-awful levels of player retention.  You provide players with the information they need to play the game.  Like this:

410079.jpg

Informing your players also lets you come up with far more interesting boss mechanics, than "Wait for vulnerable stage > Shoot weak point > Repeat".

Edited by polarity
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4 hours ago, polarity said:

 

Where is this player retention info?

Is it too much to ask players to try things without being told "Wait to hit the glowing spot."

The players, at least the vocal ones, hate interesting boss mechanics, it makes grinding them inefficient and therefore garbage.

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On 6/12/2017 at 5:51 PM, polarity said:

You provide players with the information they need to play the game.  Like this:

You propose giving everyone a manual that says, "this is how you win," upon starting their journey? That leaves little to no room for player experimentation. There's already little room for that in most people's eyes. Don't take away what little we have left.

Also, "WoW levels of successful," isn't exactly a great measure, any more. WoW is full of people that play because people they know play because people they know play because people they know play because people they know play. It's been getting slammed, more and more often, for garbage additions to the game, feeling-killing features that have ruined a good portion of player interaction, and for being nothing but, "run raids at end game for incremental increase in stats over and over."

It's hard to walk away from a game that you pay for, monthly, and have also played for multiple years. Heck. many people who bought ESO complained about it at launch, yet they stayed to get their money's worth because they didn't want their hard earned cash to go to waste. It's easy to walk away from a game that cost you nothing and you've only played for a few months.

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On 6/12/2017 at 10:59 PM, peterc3 said:

Where is this player retention info?

Is it too much to ask players to try things without being told "Wait to hit the glowing spot."

The players, at least the vocal ones, hate interesting boss mechanics, it makes grinding them inefficient and therefore garbage.

Lephantis is interesting,

Ruk and Kril are boring and tedious.

This has nothing to do with how fast you can grind them.

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On 6/12/2017 at 10:59 PM, peterc3 said:

The players, at least the vocal ones, hate interesting boss mechanics, it makes grinding them inefficient and therefore garbage.

So why do they even play? To grind the boss to get the drop so they can grind the boss again (or grind something else) slightly faster? 

I mean, they could stop playing, and save tons of time instead.

 

And as for giving everyone the manual "this is how you win" -- the interest and challenge and experimentation will still be there, and the outcome really depends on how easy actually doing all that is. 

Edited by (XB1)CannyJack
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