View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0010436 | Valley 2 | Suggestion - Balancing Issues | Jan 23, 2013 4:44 am | Jan 24, 2013 12:51 pm | |
Reporter | Misery | Assigned To | |||
Status | resolved | Resolution | fixed | ||
Product Version | 0.717 | ||||
Summary | 0010436: Remove bosses from caves | ||||
Description | Mostly because it can make the caves extremely irritating, but moreso, extremely time-consuming. The current boss patterns (which are a seperate problem also), particularly on higher difficulties, means that almost always the only viable way to kill them is to use a spell-class like Forgician that has an ammo spell capable of huge amounts of damage. Going into a cave with any class that DOESNT have such a spell and finding a boss means either walking all the way back out.... which takes forever.... or dying. Many spell classes are simply incapable of defeating one, particularly on higher difficulties when the bosses' bullet spam becomes too thick to shoot through (or move through) without one of those super ammo spells. Caves though seem to be FILLED with this sort of problems right now; my current game, I think the last hour or so has been just trying to find even one cave that's not glitched out with clustered monster heaps or full of a boss. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
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I'm not sure that the problem is the existence of the bosses in the caves. I think that the problem might be some of the other things you mention, and if those get fixed (including fixing the bosses themselves) this might not be such an annoyance. |
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I do think that thematically, it seems very strange that the henchmen are bothering to defend every cave. The windmills makes sense, but caves don't. While it would be cool if caves had different boss fights, another idea is a battle arena crammed with lots of monsters instead of a traditional single boss fight. Just an idea to toss out! |
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Part of it is because of the caves themselves, sort of. Even if the bosses are fixed, it'd still be pretty annoying to go all the way down into a cave... which are pretty long, and definitely difficult... and then unexpectedly hit a boss spot that you were not ready for. Typically I'll have specific classes from each tier that I prefer to take into caves because they work well for the downward scrolling sections and lightless areas, but often those arent good for dealing with a boss (not to mention that perks are often also set differently just for caves). Even with fixed bosses, some classes are likely to be good at dealing with them, and others wont be. Having to exit an area to change up your class selection and perk setup to reduce risk of defeat is just part of the game, and makes sense in most areas, but in caves specifically it can make things take a really long time, as it's very tough to get back out of those. |
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At this point, I end up taking anti-boss classes to every square, since so many squares have bosses (pretty much any square that is not a basic type). I then max out one regular attack damage for regular enemies, and then max out ammo attack damage for bosses. |
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I want to make one more point about this here: There's one other big reason to remove these guys from caves (and some other areas), or at least have them only show up rarely, which is that even if you are capable of beating them with a spellset that doesnt have a boss-smashing ammo spell.... it takes FOREVER. They have incredible amounts of health, and you can only hit them for so much damage at once since they'll block most attacks. I did this just now in my current game; went into a farm tile to get the perk token, and ran into a boss there. Was using the Technozoologist set, which is very definitely not good against bosses. The room that was there for the fight made it so that I could (barely) beat the guy with even that set, but it took probably twice as long just to beat him as it did to go through the rest of the zone. This becomes even more reason why you HAVE to have the right setup for these guys, and it becomes that much more irritating when you run into one unexpectedly. |
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From the changelog: * Boss fight frequency reductions: ** Previously, there was a 20% chance of meeting a boss somewhere in a cavern. That chance has now been reduced to 5%. ** Previously, if there was a mercenary hotline or similar in a building (of which there is generally a 3% chance), then there would be a henchman guarding it 100% of the time. That chance has now been reduced to 20% chance of a henchman. ** In Deep Mausoleums, Salvage Yards, and Grounded Ships, there was previously a 20% chance of a boss. That has been reduced to 3%. ** In Skelebot Watchtowers, there was previously a 20% chance of a boss. That has been reduced to 2%. ** In Collapsed Skyscrapers, Lava Towers, and Thawing Towers, there was previously a 100% chance for a boss. That has been reduced to 5%. ** Skelebot Research Facilities previously had a 100% chance of a boss room, and now they have a 0% chance. ** Note that level up towers, evil outposts, and the overlord keep still have boss fights 100% of the time. But this makes it so that they are far less common and less likely to get tiring. It's more fun if they are rarer and thus more special and interesting, rather than being something that slows you up at every turn. That's actually what we had intended from the start, but we were a little too free with our random percentages! |
Date Modified | Username | Field | Change |
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Jan 23, 2013 4:44 am | Misery | New Issue | |
Jan 23, 2013 4:45 am | Misery | Description Updated | |
Jan 23, 2013 11:42 am | tigersfan | Internal Weight | => Feature Suggestion |
Jan 23, 2013 11:42 am | tigersfan | Note Added: 0030121 | |
Jan 23, 2013 11:42 am | tigersfan | Status | new => considering |
Jan 23, 2013 11:52 am | madcow | Note Added: 0030124 | |
Jan 23, 2013 7:42 pm | Misery | Note Added: 0030143 | |
Jan 23, 2013 10:43 pm | theqmann | Note Added: 0030147 | |
Jan 24, 2013 1:02 am | Misery | Note Added: 0030148 | |
Jan 24, 2013 12:50 pm | tigersfan | Note Added: 0030161 | |
Jan 24, 2013 12:51 pm | tigersfan | Status | considering => resolved |
Jan 24, 2013 12:51 pm | tigersfan | Resolution | open => fixed |