Bosses/Raid party system

Stuff you would like to see in the world of Eliatopia.
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MrQuiwito
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Bosses/Raid party system

Post by MrQuiwito » Sun Mar 27, 2022 12:40 pm

Bosses are trash for grinding, only useful because they summon other enemies which makes rune grinding easier, but bosses themshelves are really bad.

I suggest changing spawn rate, so its faster/slower depending on each boss. (Lumbercore:10 mins for it to spawn) And changing its spawn form, instead of staying in the area for 10 mins afk until boss spawns, at 0:10 it will spawn if there is at least 1 player in that area, and there is not another boss spawned in that area. So at 0:10 it will spawn and until 0:20 it wont spawn again. If at 0:18 there aint anyone on the area but at 0:20 ther is someone boss will still spawn.
The other change is boss killing xp, raise it(a lot, like 10 times, so it starts to be acceptable for grinding), and change the xp party system for bosses, they guy who deals the most damage to the boss gets 100% xp,2nd place gets 70% total xp 3rd place gets 50% total xp and the rest get 20% total xp.
Requirements to get xp, harm the boss until it losses 10% of his total HP. If the boss has 1k hp i have to deal him at least 100 damage to get some xp.
Dealing 10% total hp damage then wait for it to regen HP and someone else kill him with 100% hp still gives you xp, cuz previusly you have removed boss 10% HP.
Example: Lumbercore gives 6k xp and i hurm him 60% of total hp someone else 50% total HP(110% of total HP cuz boss regen), i get 6k xp the other guy gets 4.2k xp

I also suggest a 10% bonus xp if 1st place and 2nd on damage deal to boss are in the same guild
This makes a party system and gives guild another use.

Thx for reading, i hope i explained myshelf properly and this post isnt really hard to understand
Thx cinos for pfp

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TheWood
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Re: Bosses/Raid party system

Post by TheWood » Sun Mar 27, 2022 12:47 pm

Lumbercore does not give 6k xp

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MrQuiwito
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Re: Bosses/Raid party system

Post by MrQuiwito » Sun Mar 27, 2022 2:00 pm

TheWood wrote:
Sun Mar 27, 2022 12:47 pm
Lumbercore does not give 6k xp
i never it does, i just made an example of my suggestion, if u read properly u can see it
Thx cinos for pfp

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TheWood
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Re: Bosses/Raid party system

Post by TheWood » Sun Mar 27, 2022 2:23 pm

Bosses should be as challenging as a cionic organism. It takes grouping to defeat them, instead of several players to get to it.

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cinos
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Re: Bosses/Raid party system

Post by cinos » Sun Mar 27, 2022 4:26 pm

TheWood wrote:
Sun Mar 27, 2022 2:23 pm
Bosses should be as challenging as a cionic organism. It takes grouping to defeat them, instead of several players to get to it.
I mean, yeah, they SHOULD be challenging, but I hope you're not suggesting robby to buff the ooze horror or lumbercore. More bosses > lazy exp boosts that ruin the experience for new players. It's what allows for bosses to become absolutely bonkers insane in the future.
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TheWood
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Re: Bosses/Raid party system

Post by TheWood » Sun Mar 27, 2022 4:30 pm

cinos wrote:
Sun Mar 27, 2022 4:26 pm
TheWood wrote:
Sun Mar 27, 2022 2:23 pm
Bosses should be as challenging as a cionic organism. It takes grouping to defeat them, instead of several players to get to it.
I mean, yeah, they SHOULD be challenging, but I hope you're not suggesting robby to buff the ooze horror or lumbercore. More bosses > lazy exp boosts that ruin the experience for new players. It's what allows for bosses to become absolutely bonkers insane in the future.
I didn't suggest the buff to the old bosses.

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cinos
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Re: Bosses/Raid party system

Post by cinos » Sun Mar 27, 2022 4:45 pm

TheWood wrote:
Sun Mar 27, 2022 4:30 pm
cinos wrote:
Sun Mar 27, 2022 4:26 pm
TheWood wrote:
Sun Mar 27, 2022 2:23 pm
Bosses should be as challenging as a cionic organism. It takes grouping to defeat them, instead of several players to get to it.
I mean, yeah, they SHOULD be challenging, but I hope you're not suggesting robby to buff the ooze horror or lumbercore. More bosses > lazy exp boosts that ruin the experience for new players. It's what allows for bosses to become absolutely bonkers insane in the future.
I didn't suggest the buff to the old bosses.
yeah yeah just in case
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CrazyVanilla
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Re: Bosses/Raid party system

Post by CrazyVanilla » Sun Mar 27, 2022 11:36 pm

Robby said before that bosses are not intended to be grinded. I don't really support anything in here tbh, but I do agree bosses could use some work. They seem pretty useless right now IMO.
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Flashlight237
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Re: Bosses/Raid party system

Post by Flashlight237 » Mon Mar 28, 2022 12:31 am

Kinda with CV here. I made Moonchyllus in order to FIX the current problem with bosses: they aren't challenging and they aren't required for story progression when they should be.

Cionic fixes the first issue, giving us a challenging boss to deal with. Problem is you still talk to a computer in order to progress with the story rather than defeat Cionic and/or Moonchyllus in battle. (I know you're gonna rag on at me about her, Cinos; I already made a back-up plan where she would appear in a ruins level).

Pretty much what I'm saying is the bosses miss the whole point of what bosses are about.

Personally, I do think Ooze Horror could use an additional attack or two, plus his defense should be buffed from 7 to 16 in order for him to actually be able to fend off players within his target audience (players around levels 18-25).

Stormzy
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Re: Bosses/Raid party system

Post by Stormzy » Mon Mar 28, 2022 2:32 am

yeah. Bosses in this game dont seem like bosses at all, whether just normal monsters with very slow spawn rate

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