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  1. #1
    Community Member Pnumbra's Avatar
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    Default Are auto immune bosses good for the game?

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    I read a post in the Bodak thread that made me think about this question. How does giving red name mobs immunity to nearly everything contribute to a more engaging game? Doesn't this just feed the DPS train?
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    Community Member Grailhawk's Avatar
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    Quote Originally Posted by Pnumbra View Post
    ***PLEASE, LET'S KEEP THE CONVERSATION RESPECTFUL AND ENGAGING***


    I read a post in the Bodak thread that made me think about this question. How does giving red name mobs immunity to nearly everything contribute to a more engaging game? Doesn't this just feed the DPS train?
    There are some effects that bosses are immune to that should effect them (slow for instance) there are also probably some bosses immune to things like Poison that they shouldn't be. But why should Instakills work on a boss?

    If you could instakill a boss you would trivialize the encounter all you would need is one Wizard to go full ****** on his DC's and make sure he can kill the boss in one cast (or maybe one cast +debuffs) this would make the encounter boring and meaningless.

    Yes bosses should be immune to all save or die effects and should be immune to most save or suck effects (suck = can not act, a save or suck effect like slow that still allows action is something that should effect most bosses).

  3. #3
    Hopeless Romantic dunklezhan's Avatar
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    Quote Originally Posted by Grailhawk View Post
    There are some effects that bosses are immune to that should effect them (slow for instance) there are also probably some bosses immune to things like Poison that they shouldn't be. But why should Instakills work on a boss?

    If you could instakill a boss you would trivialize the encounter all you would need is one Wizard to go full ****** on his DC's and make sure he can kill the boss in one cast (or maybe one cast +debuffs) this would make the encounter boring and meaningless.

    Yes bosses should be immune to all save or die effects and should be immune to most save or suck effects (suck = can not act, a save or suck effect like slow that still allows action is something that should effect most bosses).
    Agree - all debuffs yes, insta-incapacitates/kills no.
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    Community Member kemetka's Avatar
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    Quote Originally Posted by Grailhawk View Post
    There are some effects that bosses are immune to that should effect them (slow for instance) there are also probably some bosses immune to things like Poison that they shouldn't be. But why should Instakills work on a boss?

    If you could instakill a boss you would trivialize the encounter all you would need is one Wizard to go full ****** on his DC's and make sure he can kill the boss in one cast (or maybe one cast +debuffs) this would make the encounter boring and meaningless.

    Yes bosses should be immune to all save or die effects and should be immune to most save or suck effects (suck = can not act, a save or suck effect like slow that still allows action is something that should effect most bosses).
    You. An slow bosses with the right spells
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  5. #5
    Bwest Fwiends Memnir's Avatar
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    I can recall way back in the game, at least the first few months after launch, when red-named were not immune to a lot of what they are now. Stunning Blow, Trip, Phantasmal Killer... all worked. And it was silly.


    While I do wish that more debuffs worked nowadays, I am glad those days ended, and boss fights became more worthy of the name.
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  6. #6
    The Hatchery
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    If bosses were vulnerable to non-DPS spells the same way normal mobs are, it would quickly get boring as well. A few fods away, and hey, boss dead. 500k hp? Who cares!

    Still, I do wish the debuffing played a bit more of a role in boss fights. To add something more than MOAR DPS PLOX to the game. Fod could sap the life force of the red named, making him hit a little less hard. Hold monster could reduce AC, flesh to stone could slow... or whatever. Something along those lines.

    It is something of a balance act, though. Too much of this could trivialize some encounters, while not enough would render it unused, even if it did work. So, tough one.
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  7. #7

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    This has always been an interesting topic on the forums. I don't think end bosses should be so easy to kill with a single spell or ability. One thing to keep in mind, the bosses are powerful warriors and combatants, just like the players. There is no reason to assume that they don't have the same protections we have has players. It would be nice to have a different encounter with them that didn't just have to deal with straight damage but they should retain their immunities, in my humble opinion.

  8. #8
    Community Member IronClan's Avatar
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    This also contributes to the game being too easy. Obviously bosses have saves for a reason, if they have well designed saves, and also select RESISTANCE then blanket immunity just makes them one dimensional surround and pound encounters.

    On my CC and tactical builds getting to the boss is the worst part of every raid and quest... straight DPS is boring as ****.

    On the other hand imagine a Raid boss:

    Three players land stuns (boss fails his hefty save) at roughly the same time = 3 second stun immune to further stunns for however long works to maintain balance (maybe 10 secs?)

    Or two players land Trip (Boss fails his save) falls down for 2 seconds and can't cast/hit or land specials immune to further trips for a few seconds.

    Or two casters land Hold Monster (fails very high spell penn and fails save) which of course has a much reduced effect on a Boss, say 1 second for every caster that lands, boss is held for 2 seconds. with same short term immunity after.

    Not only would stuff like this lead to much more dynamic boss battles, it would increase the value of CC and tactics. But that's not all, it would allow bosses to have more formidable special attacks. Imagine a Legendary LOB but his Stun attack stuns players for 1 minute no save, and his cleave (whirlwind) does one shot 3k damage regardless of PRR say this whirlwind lasts for 3-4 seconds from the start of the "tell" animation, everyone calls out "whirlwind" and the Tank and two off tanks hit trip within ~1 second of each other, LOB falls down and his one shotty whirlwind doesn't kill half the raid. If only 2 land trip he still gets 1 second of whirlwind and kills a couple people potentially, if only the tank lands trip he's only lost 1 out of 3 seconds but this still saves some people potentially. Of course Slowing and otherwise impeding the boss could easily be a part of battles as well, a Slowed LOB hits less people with Whirlwind or his stun.

    Ofc you can also require debuffing before anything works, and the debuffs can be limited for balance reasons, short duration, constant reapplication, or complicated combinations would all add dynamics to boss battles.Obviously they have to avoid allowing stuff to be too good:


    (ss used without asking will remove if he objects.)
    Last edited by IronClan; 02-02-2016 at 03:51 PM.

  9. #9
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    I would also like to see red-name immunities tweaked.

    Obviously they should remain immune to insta-kill effects or else DC Wizards and Assassins would be extremely unbalanced, but I think it would be interesting to at least experiment with, say, making red-names in general more powerful but allow them to be affected by more abilities.

    Of course, while insta-killing is too strong, so would indefinite CC. A boss that gets chain held/tripped/stoned/stunned/danced/feared/paralyzed/etc. is about as good as dead, red-names get a reputation for being bags of HP but in this case they're even more a bag of HP.

    Additionally, stacking Solid Fog/Ice Storm/Exhaustion/LGS Salt/Slow/Limbchopper/Hamstring/etc. on them is about the same as having them CC'd.

    What I would like to see is:

    Boss Monster: This monster has a massive amount of experience in dealing with adventurers. Some abilities will have a smaller impact on this monster*, and it will break out of most helpless states sooner than usual**. Some abilities will have no effect at all***. This monster receives a bonus to will and fort saves every time it breaks out of an effect.

    *e.g. Solid Fog would be a 5% slow instead of a 25% slow
    **e.g. Most abilities would only last 5 seconds
    *** e.g. Balanced Attacks

    Just throwing an idea out there.

  10. #10
    Community Member IronClan's Avatar
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    No insta kills should not work, but how about this scenario, same Legenday LOB hypothetical as above

    You must debuff to land tacticals debuffs must be maintained with reasonably short durations (not spammy)
    tacticals allow mitigating special attacks
    DPS must beat LOB down but each "killing blow" must be a death effect, and his defenses must be debuffed enough to allow it to land
    Finger, Hurl, Visage of Terror, Phantasmal Killer, Quivering Palm, Coup, Assassinate but all must meet requirements (for Coup to work LOB must be stunned/dazed which must be accomplished as detailed above for example).

    Yes this would be **** hard and require great coordination... but if we had a Reaper Mode LOB isn't this exactly the type of thing that's needed to actually be more challenging without being purely about getting One-shot and DPS'ing 100,000,000 hit points?

  11. #11
    Community Member Grailhawk's Avatar
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    Quote Originally Posted by IronClan View Post
    This also contributes to the game being too easy. Obviously bosses have saves for a reason, if they have well designed saves, and also select RESISTANCE then blanket immunity just makes them one dimensional surround and pound encounters.

    On my CC and tactical builds getting to the boss is the worst part of every raid and quest... straight DPS is boring as ****.

    On the other hand imagine a Raid boss:

    Three players land stuns (boss fails his hefty save) at roughly the same time = 3 second stun immune to further stunns for however long works to maintain balance (maybe 10 secs?)

    Or two players land Trip (Boss fails his save) falls down for 2 seconds and can't cast/hit or land specials immune to further trips for a few seconds.

    Or two casters land Hold Monster (fails very high spell penn and fails save) which of course has a much reduced effect on a Boss, say 1 second for every caster that lands, boss is held for 2 seconds. with same short term immunity after.

    Not only would stuff like this lead to much more dynamic boss battles, it would increase the value of CC and tactics. But that's not all, it would allow bosses to have more formidable special attacks. Imagine a Legendary LOB but his Stun attack stuns players for 1 minute no save, and his cleave (whirlwind) does one shot 3k damage regardless of PRR say this whirlwind lasts for 3-4 seconds from the start of the "tell" animation, everyone calls out "whirlwind" and the Tank and two off tanks hit trip within ~1 second of each other, LOB falls down and his one shotty whirlwind doesn't kill half the raid. If only 2 land trip he still gets 1 second of whirlwind and kills a couple people potentially, if only the tank lands trip he's only lost 1 out of 3 seconds but this still saves some people potentially. Of course Slowing and otherwise impeding the boss could easily be a part of battles as well, a Slowed LOB hits less people with Whirlwind or his stun.

    Ofc you can also require debuffing before anything works, and the debuffs can be limited for balance reasons, short duration, constant reapplication, or complicated combinations would all add dynamics to boss battles.Obviously they have to avoid allowing stuff to be too good:


    (ss used without asking will remove if he objects.)
    If that kind of thing had been built into the game from the get go I could get behind it but we are way to far in the current design space to add that kind of thing.

  12. #12
    Community Member Basura_Grande's Avatar
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    The game would be too easy if bosses weren't immune to everything.

    That said, it would be nice to see some more value in debuffs.

  13. #13
    Community Member IronClan's Avatar
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    Quote Originally Posted by Basura_Grande View Post
    The game would be too easy if bosses weren't immune to everything.

    That said, it would be nice to see some more value in debuffs.
    It could actually be harder if they didn't have blanket immunities in fact it could be significantly harder as I just showed.

    Grail without their code there's no telling how hard or easy it is to allow more complicated resistances with internal cooldowns... They have put similar effects with limits/internal cooldowns on weapons and items as affixes so I don't expect it would be impossible to give a boss a shield for example that gives immunity for 10 seconds after a condition effects him. Certainly it's more complex than stupid brute force immunity to everything. But it could be as simple as similar effects that apply to players that have limited duration or internal cooldown. The payoff in terms of allowing the game to be harder could be big.

    At a guess it might be as simple as making it a hidden champ buff, or a destiny like ability. We've seen mobs get temporary buff effects from shiradi, I don't see 10 second immunity to stun/trip/hold after a short stun hits the boss as likely to be difficult, but of course there's no telling with DDO. The thing that adds challenge to the players is getting this short tactical effect by coordination and group play. And ofc allowing the boss to be MUCH more deadly than they are.

    Example make LOB's superman landing cause a platform wide Earthquake with no save, but allow interupting this by slowing LOB while he's in the air, 3 stacks of "slow" or hamstring, or tendonslice applied by three different party members within a short time. The slow might not actually slow him down or slow his attacks, it might simply interrupt the Earthquake. These are the sort of raid mechanics that make raids challenging even after you've meta gamed the raid to death, because they require multiple people to coordinate be aware and adapt to the situation. Will three ubers pull out ranged weapons and get this donemost of the time? Yep, but it will still add challenge and the threat of something seriously dangerous.
    Last edited by IronClan; 02-02-2016 at 06:17 PM.

  14. #14
    Community Member Basura_Grande's Avatar
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    Quote Originally Posted by IronClan View Post
    It could actually be harder if they didn't have blanket immunities in fact it could be significantly harder as I just showed.
    Like people read your posts?

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    Quote Originally Posted by IronClan View Post
    This also contributes to the game being too easy. Obviously bosses have saves for a reason, if they have well designed saves, and also select RESISTANCE then blanket immunity just makes them one dimensional surround and pound encounters.

    On my CC and tactical builds getting to the boss is the worst part of every raid and quest... straight DPS is boring as ****.

    On the other hand imagine a Raid boss:

    Three players land stuns (boss fails his hefty save) at roughly the same time = 3 second stun immune to further stunns for however long works to maintain balance (maybe 10 secs?)

    Or two players land Trip (Boss fails his save) falls down for 2 seconds and can't cast/hit or land specials immune to further trips for a few seconds.

    Or two casters land Hold Monster (fails very high spell penn and fails save) which of course has a much reduced effect on a Boss, say 1 second for every caster that lands, boss is held for 2 seconds. with same short term immunity after.

    Not only would stuff like this lead to much more dynamic boss battles, it would increase the value of CC and tactics. But that's not all, it would allow bosses to have more formidable special attacks. Imagine a Legendary LOB but his Stun attack stuns players for 1 minute no save, and his cleave (whirlwind) does one shot 3k damage regardless of PRR say this whirlwind lasts for 3-4 seconds from the start of the "tell" animation, everyone calls out "whirlwind" and the Tank and two off tanks hit trip within ~1 second of each other, LOB falls down and his one shotty whirlwind doesn't kill half the raid. If only 2 land trip he still gets 1 second of whirlwind and kills a couple people potentially, if only the tank lands trip he's only lost 1 out of 3 seconds but this still saves some people potentially. Of course Slowing and otherwise impeding the boss could easily be a part of battles as well, a Slowed LOB hits less people with Whirlwind or his stun.

    Ofc you can also require debuffing before anything works, and the debuffs can be limited for balance reasons, short duration, constant reapplication, or complicated combinations would all add dynamics to boss battles.Obviously they have to avoid allowing stuff to be too good:


    (ss used without asking will remove if he objects.)
    The issue is not insta-kills, and I agree that insta-kills should not be possible with end-bosses. The problem is that there are too many bosses that are completely immune to nearly anything a spell-caster can throw at them, and when they're not completely immune they're so resistant that the spell caster wonders what they're doing there, as they're doing pitiful dps. They're just ping-pinging away, using all their spell points with nothing to show for it. And, since so many of the mobs in legendary content are red-named, not just the end bosses, it's most of the mobs, not just a few.

    Further, why should bosses be able to insta-kill us, whether with physical damage or with a spell, when we cannot do the same? That's just cheesy.

    Your suggestion on durations are also off base. If a boss can stun player toons for 1 minute, and we can only stun the boss for 3 seconds with a 10 second wait for the next one to be able to land, that is so skewed it's almost laughable. No toon without super high PRR & MRR even has a chance to survive a 15 second stun, let a lone a 1 minute stun. not with the huge spawns & damage output of those mobs.

    So, basically, only heavy armor users who have maxed everything on PRR & MRR need bother showing up. That does not promote group play or better tactics or encourage grouping with spellcasters. It will simply cause spellcasters to be excluded, or to not bother even trying until they're in a more survivable class.

  16. #16
    Community Member Vellrad's Avatar
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    Bosses shouldn't be immune to CC nor instakills, but all debuffs possible should work (unless bosses' races makes them immune).

    As for CC specced toons, bosses should have trash spawns and reinforcements, so they have something to do.
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  17. #17
    Community Member nokowi's Avatar
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    Quote Originally Posted by Pnumbra View Post
    ***PLEASE, LET'S KEEP THE CONVERSATION RESPECTFUL AND ENGAGING***


    I read a post in the Bodak thread that made me think about this question. How does giving red name mobs immunity to nearly everything contribute to a more engaging game? Doesn't this just feed the DPS train?
    The game was worse when red names did not have these immunities.

    I wouldn't link this to requiring max DPS. It provides a trade off between insta-kill and DPS.

  18. #18
    Community Member nokowi's Avatar
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    Quote Originally Posted by Aletys View Post
    The issue is not insta-kills, and I agree that insta-kills should not be possible with end-bosses. The problem is that there are too many bosses that are completely immune to nearly anything a spell-caster can throw at them, and when they're not completely immune they're so resistant that the spell caster wonders what they're doing there, as they're doing pitiful dps. They're just ping-pinging away, using all their spell points with nothing to show for it. And, since so many of the mobs in legendary content are red-named, not just the end bosses, it's most of the mobs, not just a few.

    Further, why should bosses be able to insta-kill us, whether with physical damage or with a spell, when we cannot do the same? That's just cheesy.

    Your suggestion on durations are also off base. If a boss can stun player toons for 1 minute, and we can only stun the boss for 3 seconds with a 10 second wait for the next one to be able to land, that is so skewed it's almost laughable. No toon without super high PRR & MRR even has a chance to survive a 15 second stun, let a lone a 1 minute stun. not with the huge spawns & damage output of those mobs.

    So, basically, only heavy armor users who have maxed everything on PRR & MRR need bother showing up. That does not promote group play or better tactics or encourage grouping with spellcasters. It will simply cause spellcasters to be excluded, or to not bother even trying until they're in a more survivable class.
    I don't feel bad for all the poor spell casters. Nobody is excluding them. I play light armor toon and I am very effective. I think your heavy armor complaints are about a year too late, and you don't seem to understand the current state of the game.

  19. #19
    Community Member redoubt's Avatar
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    Quote Originally Posted by Pnumbra View Post
    ***PLEASE, LET'S KEEP THE CONVERSATION RESPECTFUL AND ENGAGING***


    I read a post in the Bodak thread that made me think about this question. How does giving red name mobs immunity to nearly everything contribute to a more engaging game? Doesn't this just feed the DPS train?


    Insta-kills and complete mez's should be avoided in most circumstances, but many other debuffs would and should be employed (both existing debuffs and ones to come.)

    Imagine if you could cast silence (I think there is something in game now that is similar) on a boss and it could not cast spells for a minute and had to do more melee instead. (If it just stood there trying to cast and not fighting that would be horrible, but rather have it switch to melee/ranged.)

    What if fatigue/exhaustion, when successfully applied could prevent sorjek from knocking people off the platform? He could still fight and do regular damage, but he doesn't knock you off as long as the debuff is applied.

    Sure, debuffing the bosses save and SR before landing the more effective spells may also be required.

    The game now is all about dps because none of the rest matters in the end fight and if you have enough dps for the end fight, the mobs on the way can be solved with dps as well. I'd love to see some options where smart application of other abilities was as effective as straight up dps.

  20. #20
    Community Member nokowi's Avatar
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    Quote Originally Posted by redoubt View Post
    Insta-kills and complete mez's should be avoided in most circumstances, but many other debuffs would and should be employed (both existing debuffs and ones to come.)

    Imagine if you could cast silence (I think there is something in game now that is similar) on a boss and it could not cast spells for a minute and had to do more melee instead. (If it just stood there trying to cast and not fighting that would be horrible, but rather have it switch to melee/ranged.)

    What if fatigue/exhaustion, when successfully applied could prevent sorjek from knocking people off the platform? He could still fight and do regular damage, but he doesn't knock you off as long as the debuff is applied.

    Sure, debuffing the bosses save and SR before landing the more effective spells may also be required.

    The game now is all about dps because none of the rest matters in the end fight and if you have enough dps for the end fight, the mobs on the way can be solved with dps as well. I'd love to see some options where smart application of other abilities was as effective as straight up dps.
    The problem is that players quickly find the best combo, and bosses provide even less challenge than they do now.

    Bosses can't have interesting abilities until player saves are more uniform. (good vs bad saves within 10-15 of each other). Right now a good (maximized) save can be 100 and a bad (maximized) save can be 50.

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