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  1. #1
    Renatus
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    Default Anti-solo boss idea's.

    I'm sure Tao's and Wiz's will cry at the mere idea of this, but it has to be done. Lords will teleport to the person hitting them, so no more double team bouncing them back and forth or hiding behind a wall.

    Some of the harder bosses will have so much hp it just won't be practical (or even possible, due to a lack of pots, if we give them decent damage output or make it ignore ac) to solo them, as it'll take you 10+ minutes with 1-2 people helping you.

    We may also give these bosses a high regen with a built-in stat to reduce damage taken from poison, meaning the only way to kill it is through sheer brute force, ie lots and lots of damage!

    Any other idea's?

  2. #2
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    Default Re: Anti-solo boss idea's.

    High agility so it needs a couple of warriors to hit it and taos to poison.

    I don't like the idea of all bosses teleporting to you as that just ruins it for taos and wizzes. This would work in a game like WoW where you can control the amount of aggro you get from a boss, but with mir its too random.
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  3. #3
    Renatus
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    Default Re: Anti-solo boss idea's.

    High agility, perfect.

    That's for Lords, as they'll be aimed at groups of 3-4 people, so 1-2 people shouldn't be able to kill it, unless they can take a few hits off of it.

  4. #4
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    Default Re: Anti-solo boss idea's.

    Remove PA, Keep Slow, Do your Idea, Make it so taos are needed.
    Make group hunting needed, as bare any servers have it anymore
    Last edited by AlucarD; 04-06-09 at 09:27 PM.
    Im Back

  5. #5
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    Default Re: Anti-solo boss idea's.

    I agree in some bosses shouldn't be soloable. I like the idea that lords will tele to the person hitting them, it makes the game more difficult when it comes to gaining rare items. But if a taoist/wizzy has the time to sit there for 30mins plus and keep hitting a boss, then why not? just make the bosses have high hp so its a pain to do.

    forgot where i read this but your making slow with a cap of 10 seconds? Common, taoists only have one spell that is Uber.. which is curse. dont make a cap on how long someone gets slowed down, if taoists have good sc then the spells should be good. Like wizzys, good mc means good Blizz hit which can utterly destroy someone in 1 hit..
    Silver-Level 0 Taoist AC 0-0 AMC 0-0 DC 0-0 MC 0-0 SC 0-0 L+0

  6. #6
    I Spend to much time on the forums Array
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    Default Re: Anti-solo boss idea's.

    groups of 3 or 4 for a boss taking 20 min plus to kill on a pk orientated server, oh the joys i can sense coming up.

    sorry guys not my bag tbh but hope all goes well.
    ><

  7. #7
    Renatus
    Guest

    Default Re: Anti-solo boss idea's.

    Unfortunately it doesn't work that way, Silver. A decent geared Wiz and Tao will do more damage bouncing a Lord/boss (that moves quickly) than they would with a Warrior, all of them stood around it, from what I've seen, due to the boss moving back and forth very quickly through FireWall. I really want to concrete the whole 'three heroes' idea for the harder bosses, namely Lords, EM and Devil.

    We may remove Slow entirely, as basically everyone will agree it destroyed a large part of PKing. 10 seconds is an eternity to a Warrior, considering you can recast that spell very often, it means they can quite literally never hit you, unless you're really bad/slow/cocky. Yes, it's uber, which we don't want; Uber spells/items are bad and imbalance the game. How do you know that we don't intend to up the damage of SFB? And you don't know what the new spells etc are, so you can't know whether Tao's will be screwed by this or not. If you want to discuss Slow/Tao's further than this bit of my post, make a thread, we have lots of space. ^_^

    Edit: As I said elsewhere, these long fights are likely to be in safe area's. We could easily have half the Lords in safe area's that take ages to kill and the other half being a much quicker kill, but in pk zones. Rather than taking one idea as a "THIS WILL END THE GAME FOR ME", why not post saying how this will negatively effect people in your position and give us a work around? As I've said several times, I don't want to dictate how the server will be ran, I want the players to tell us what they want and giving us ideas as to how they want this to work, then I'll make these ideas practical and fair and implement them.
    Last edited by Renatus; 05-06-09 at 10:02 AM.

  8. #8
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    Default Re: Anti-solo boss idea's.

    Well in that case i hope sfb and other skills with be more beneficial to Taos in fighting. I played mir3 for a little bit and taos didn't have curse, and were pretty useless in a fight because everything else was the same.

    I like the idea of having lords in a sz but then how would we fight ppl that would try and steal your lord? is there a way that it could be .. say claimed once you found it? like once you find it the first person to hit it their name appears above the lords name and only ppl in that group could hit it. Just an idea
    Silver-Level 0 Taoist AC 0-0 AMC 0-0 DC 0-0 MC 0-0 SC 0-0 L+0

  9. #9
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    Default Re: Anti-solo boss idea's.

    Regardless what gets decided here, how things will start and how they'll be in a few months after it goes live are two very different things, don't panic just yet. :P

    If that's possible, sounds like a good idea, maybe with a 2 minute cooling off thing, so if the person who 'claimed' it doesn't make an attack of some kind against it at least once every 2 minutes, it is then up for grabs.
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  10. #10
    Renatus
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    Default Re: Anti-solo boss idea's.

    We're removing PA completely. Halving or removing Slow, depending on whether it's possible to halve the potency of it.


 
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