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Quest Wynncraft 2.0 Hive Bosses

Discussion in 'Feedback' started by starx280, Jan 5, 2023.

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  1. starx280

    starx280 The boy who cried lunar VIP

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    I just played through 2.0’s new hive bosses, here’s my feedback on them:

    1. Psychomancer
    This was an interesting take on psychomancer, having multiple copies of him to create a truly mind bending experience, but...

    Having a shotgun mob with high damage, lots of mobility and illusionary abilities that make tracking very difficult seems a little overkill for level 80...

    So I’d say that this boss needs a little nerfing to the damage on its constant blinding teleports as well as reducing the amount of copies of itself it creates to make for a better sub-endgame fight.

    I believe the shotgun’s damage shouldn’t be touched that much to still induce the panic factor, but maybe widen the spread of the pellets to make it slightly more forgiving (A player may get hit by some of the pellets instead of getting one shot this way, reinforcing the thought: “oh I have to watch out for this, and not get too close or that’s insta death)

    Of course it will still one shot at close range though.
    2. Gale
    I like how they really made Gale feel like the avatar of wind with her new attacks, summoning arrows from the sky and all. It really provokes a majestic terror, if that’s one way to describe it.

    I’ll be honest though.. this feels like a step down the difficulty ladder compared to the previous boss fight.. I don’t know how to put it any other way.

    I hate how she just stands still and shoots as a main attack though, it’s kinda outdated. I’d say a cool buff could be to have her constantly move while doing her main attack, having her levitate around quickly making her hard to hit. She’s the wind, after all.
    3. Genesis-Revorse
    I feel like I’m fighting the Incredible Hulk’s long lost brother, and believe me that’s a really cool feeling. Albeit slow and having slightly annoying mechanics as compensation for that, this guy is a clean, green, fighting machine.

    The annoying mechanic in question is the earthquakes that restrict your basic movement. While I don’t think that this is overpowered, this can pretty annoying, lowering the enjoyment of the fight.

    A QoL change I can suggest for this could be a combination of temporary slowness and screenshake to replace the complete movement restriction for the earthquake effect.
    4. Oceanic Judge
    Aside from the cool dialogue that makes me feel like I’m having battle dialogue with literal posiden, the fight seems kind of the same, except for one regrettable part..

    The whirlpools. Why are there so many of them. Why do they deal that much damage. Just.. why.

    If it gets to that part of the fight and you aren’t in a position to burst the judge down quickly, you will have no safe area to reposition and attack from, because of the UNNECESSARILY MANY WHIRLPOOLS that will tear you to shreds.

    The maximum amount of whirlpools that can spawn needs a serious decrease in number, but other than that the judge is fine.
    5. Solar Vanguard
    All the positives I can sum up about this guy is in his first phase and beginning-to-mid second phase which was moderately well designed.. but..

    Oh boy..

    This last bit ruined the entire fight for me.

    When this mf gets to low health after a lot of damage was dealt to it, he litters those flame circles, abuses that pull spell and CRAPS out damage like he just did a Taco Bell mukbang.

    This abomination was far tougher than Qira for some no-good, poor excuse for a reason. (Counter based mechanics in accordance to damage, these words are for you)

    At the very least, this thing needs to have the damage of the flame circles considerably reduced, and at hopefully the best, the revamp of the counter mechanic that this thing has.
    6. Qira
    Ah yes, finally the Mistress of the Hive. This fight made me properly terrified with how much control she had over the arena, but I feel that’s appropriate in this case.

    The vast majority of the fight was very exhilarating, terrifying, and aesthetically pleasing, but there was one thing that concerned me.. the whole arena explosion attack (idk what it’s called)

    This is probably a folly on my part but.. how do you dodge it? I was pretty much flying 20 blocks above the thing and was still getting hit even when it looked like a ground based attack.. somehow.

    The change I would make to this isn’t really a buff or nerf, but to make it a little bit more clear where the grand attack’s area of effects are (ie. clearer particle indicator, extending vertically as well)

    Other than that, this fight was solid as steel.
    Annnd that’s about it for my feedback. Thanks for reading me mald and silently hate selvut. Cheers!
     
  2. Lex!

    Lex! :] CT Manager Ability Designer QA GM

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    one of qira's spells is borrowed from psychomancer- the one where it tracks your location for a few seconds (shown by particles following you), pauses for a few seconds, then explodes where it tracked
     
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  3. Dr Zed

    Dr Zed Famous Adventurer

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    I didn’t think the Solar Vanguard’s mechanic was unreasonable. It’s a good way to punish players from trying to cheese the boss/being too aggressive. As long as you space out your attacks it’s manageable. Holding off your attack doesn’t feel unnatural either bc you’re constantly running away from the boss and the arena hazards.
     
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  4. starx280

    starx280 The boy who cried lunar VIP

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    Ty
     
  5. EpsilonDown

    EpsilonDown Vibing to TNA theme

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    I personally found Genesis-Revorse much harder than any other division boss as mage. 2 hardy minions and the boss CONSTANTLY spamming heavy charge one after another was painful experience.
     
    Last edited: Jan 12, 2023
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  6. Deusphage

    Deusphage but a beast Modeler Builder

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    I think Solar Vanguard is a good fight if Pull was removed I fucking hate pull it just makes him pull glassy players into the attacks you're being careful to avoid and Instantly Die. I've managed to get through the other hive bosses with a weak shaman, but Solar Vanguard just always pull spells me and I instantly die
     
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  7. Dr Zed

    Dr Zed Famous Adventurer

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    Pull is just annoying on any boss. I’ve also done Solar Vanguard as a shaman and I know how you feel. Part of it is Shaman itself too; other classes have direct movement spells unlike Shaman. So it’s harder to position yourself to get out of the way after a pull. It’s also probably why all movement spells involve only 1 type of click to avoid miscasting in tense situations.
     
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  8. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music GM

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    We can't adjust the spread of projectiles.
    We can't make ranged mobs move while attacking, except by making them use Charge which has become bugged since 2.0 release, causing mobs to just float in the air instead of moving. Additionally, for some reason, Arrow Storm has lost functionality update after update despite coders swearing up and down they've never touched it- first they lost the ability to aim it up and down, then all forward momentum was halted while casting it when before it just made them stop performing basic movement- meaning that using Charge during Arrow Storm will no longer allow the mob to move.
    Temporary slowness would interfere with the other slowness effects caused in the fight. Genesis itself has a slowness spell, and getting hit by the falling debris from Collapsing Arena also causes an intense slowness, which is awkward enough already. Making the mechanic which intentionally messes with your movements to make Genesis' slow, lumbering attacks more threatening be in some circumstances unable to do so defeats the point.
    That's the point. He only has 10% of his health left- 35k. You should be able to destroy him in such a time, and the whirlpools- despite there being a lot of them- move in defined patterns that you have the whole other 90% of the fight to learn, so there are still safe spaces to move around in.
    We can't make mobs choose to cast basic spells at certain times. The magma pillars(I'm assuming that's what you mean, cause the flame circles are the damaging AOE that moves around the arena) have about a two, two and a half second warning and use particles that stand out against red and black very well- white clouds. Back off after attacking instead of attacking with reckless abandon and it will be easier. This mechanic is also demonstrated in the Psychomancer's fight, as the clones are summoned based on health remaining, and in Genesis-Revorse's fight, as both the movement-interfering quakes and the Collapsing Arena attacks occur based on health remaining.
    There's two attacks you could be referring to here. There's Eldritch Force Blast, which follows your movements and explodes where you've moved after a delay, and Eldritch Bombardment, which hits one "column" and one "row" of the arena up to the ceiling with repeated attacks. Force Blast, you avoid by measuring your movements, Eldritch Bombardment you avoid by staying out of the marked zones. Making gigantic walls of vertical particles tends to cause a lot of frame drops so it's a bit difficult.
     
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  9. starx280

    starx280 The boy who cried lunar VIP

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    Aside from mechanical limitations, there’s still a lot of statements that I really don’t agree with, given my prior experience with the bosses.

    I’ll play through some bosses again given this information however, then get back to you with either alterations to my review or reinforcement of my claims (busy irl at the moment)
     
  10. starx280

    starx280 The boy who cried lunar VIP

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    Alright, after I while I re-assessed the bosses, and you were right about the judge for the most part. I think the damage of the whirlpools should still be reduced though, they are a little bit too punishing if you get hit by one, considering one might lock you into getting hit by another if the circumstances are right.

    The preceding bosses I guess are ok to stay the same, but it’s just that some bosses in this category are underwhelming or designed to be quite annoying. Of course, this isn’t means to get nerfed or buffed however, but a small QoL change here and there could brighten up the experience.

    For the Solar Vanguard, I still stand strong on my point of counter-based mechanics being a little too excessive given the abilities this boss already has.

    I found that even while playing passive as you said to avoid triggering the counter, dodging his physical and magical attacks for the extra time provided by the counter’s mechanic proved to be quite the challenge, leaving me without breathing room while I’m on rather low health (On a solid 25k ehp no agility, 40k ehp with agility build mind you) on most of my trials.

    All in all I feel that the Vanguard (mostly in his second form) is a little too oppressive given his large area denial, homing attacks like flamethrower and his massive boost in speed on top of his extremely powerful counter mechanic.

    For Qira I don’t have much to say, except thank you for giving me info on how to avoid her ultimate attack. She’s strong, fast, and very difficult, and if I didn’t have agility procing I’d probably be dead ten times over, but I can see this being somewhat understandable for a final boss. This fight is pretty good.

    Anyway, that’s my revised review.
     
    Last edited: Mar 23, 2023
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