Showing thread: Server Update: The capture point now deals damage (Rather than awarding crits)
Pecon
Female Totalitarian Ruler
BLID: 9643
September 6, 2015 17:37:16

Quote from: Aquarus
The first one is the actual health of the bosses. 20% against a tank boss like Badspot is somewhat reasonable in my eyes. However, 20% against a boss that doesn't have the luxury of being hit and being able to shrug it off, like DS and SC, the amount of damage that the cap does would need to be reduced to something around 10%.

...Isn't this like, the whole reason to use a percentage of their health rather than a set number? This way it scales directly to the amount of health they have that round, so the consequence of losing health to the point should be equally devastating to any boss regardless of their total health that round. Only possible exception I can see is from Sky Captain, who doesn't really care much about his health as long as he is still alive since a popular play style for him is to stay out of sight and avoid contact.
Aquadoodle
Mystical
BLID: 20395
September 6, 2015 17:48:51
Well, across bosses like Badspot, Rot, Penth, so on and so forth, yeah. But when a bosses HP goes down much faster due to the lack of it, which in this case would be Dark Samus, I feel as if there needs to be a slight reduction in HP loss with the cap point.
Velor
The Dragon
BLID: 28880
September 9, 2015 18:15:46
At my initial view I thought it was purely a marker. Which seems like a very valuable tool to finding a boss who flees.

My preference about the cap thing is the glorious kritzkreig. Or quite simply put critical damage when its capped.

My reasoning for this is that the damage is done by the player while the crits are just a modifier to make a player even more powerful. If a player caps and decides to sit at the cap and just use the crits to make the boss fear going near them then good for them, if they want to simply use it for other time, good for them, which also makes it a good time to make use of the revive ability on the golden wrench.

Now the bad side to this, bosses will normally just flee at the sight of that text and sound that alerts them that the cap has been well, cap'd.

Here is my solution to this.

Keep the laser as a marker for finding a hiding boss.
Or you can keep the laser as a laser, lessen the percent damage or raise it to last longer and drain health slower.
Keep the crits so that damage is done by the players.
Give the boss a debuff. Slower speed, weaker attack, etc. Do as you wish with this I guess. Within reason of course.
Perhaps even not even warn the boss in any shape or form that the cap is being capped in some degree or fashion so you can get the jump on them.

Lastly, for the whole laser thing.
Do something to make people for instance,
not be an entire team of healers, scientists, and whatever other class whom can cap the point indefinitely virtually unopposed, whom are also able to very easily avoid the big red button that attacks the cap.

The idea people can just repeatedly cap (and if they're smart to dodge the arty coming down on the cap zone), and just slowly and certainly kill you is a bit of an irritating idea to grasp.

You can always snip parts out, add parts in, etc.

Hope this is helpful in some form or way.
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