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Dungeons Colossus Difficulties

Discussion in 'General Suggestions' started by Zeerion, Jan 21, 2021.

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  1. Zeerion

    Zeerion Well-Known Adventurer HERO

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    Hi there, me and my friends did about 10 attempts at the Colossus Raid earlier today, and I wanted to make a list highlighting some of the difficulties we experienced and things that we thought should be adjusted, if it's getting any changes in the future. For some context for anyone who reads this and hasn't done the fight yet, there are three challenges leading up to the actual boss fight, with a pool of challenges to be picked from. You won't always get the same challenge twice, which was honestly something I found really cool and exciting. Anyways, the issues:


    - The Upper and Lower Platform challenge, which is a possible Challenge #1, is incredibly difficult to survive, and would be better either by having the damage the mobs deal being lowered, or by being placed later in the challenge order, when people have been able to collect buffs
    - The "4 Statue Survival" challenge is too difficult when not a single statue is allowed to die, since half of the attacking mobs like the gargoyle can't be knocked back or stunned (Assassin highlights this the best)
    - During the Colossus Boss Fight, fighting the Mouth and Eyes, the platforms sometimes give no warnings before exploding, launching people into the air with no notice and potentially kiling teammates who were healing on a platform. (We checked multiple times during the fights, and this was not the work of an Examiner we hadn't seen)
    - The "Maze Challenge" should have either a longer timer, or no timer at all, as sometimes the 'goal' wasn't seen the first time due to particle limits, and shouldn't be a reason a party fails.
    - In the Colossus Boss Fight, there should be a respawn timer, even if it's something like a minute long, to get teammates back into the fight. Every boss part has a lot of health, and it really only made the fight more tedious to finish by having ghost teammates unable to damage the boss.

    Again, these are all things that I and my friends think would make the raid a lot more fun, but we don't do game design so maybe we're wrong? Who knows. These are just the things that we thought detracted the most fun from the raid itself.
     
    Wizconsin likes this.
  2. creeper1562

    creeper1562 Leader of [MDM]

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    As for this point in particular, I would have to disagree. From the looks of it, the timer exists to give a sense of urgency and requires the guy with the wings to properly communicate to his team where the exit is. Tbh it seems like the first challenge with major teamwork. However I do they should make it something physical as well as something with particles, as some may have those disabled.
     
  3. Wizconsin

    Wizconsin Official Cheese Man VIP+

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    I agree with most of these as an agi user, but please add a poll
     
  4. Sayori_

    Sayori_ Doki Doki CHAMPION

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    Another problem with TCC bossfight is shamans cant hit the boss with totems in phase 2 and 3 due to the boss's position, which makes spell shamans pitiful in dps [only uproot dmg bruh]
     
    ron111701 and Zeerion like this.
  5. 1+1=3

    1+1=3 LegoBoyWelly HERO

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    that's the mouth special, which is quite dangerous and is the reason why you should kill the mouth first.
    You can "bump" the timer by killing a miniboss once in a while
     
    donda biblioteca likes this.
  6. ron111701

    ron111701 proffa CHAMPION

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    this also impacts assassin too, but not nearly as much. you cant multi hit while jumping or standing under the hitbox for the eye. idk how shaman not being able to hit the eye with aura made it through any sort of testing though.
     
    Druser likes this.
  7. Druser

    Druser ele defs don't matter HERO Featured Wynncraftian

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    Everyone pointed it out constantly from the beginning (same with Assassin, and Mage to some extent).
     
  8. ron111701

    ron111701 proffa CHAMPION

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    oh yeah i did too
     
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