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Posted (edited)

One thing that feels exceedingly "cheap" to me is when a boss or mission objective vanishes/teleports out, seemingly for no other purpose than to prolong the encounter.  Now, I'm not suggesting that we completely eliminate this mechanic, but do give players a way of interfering with or otherwise disabling their ability to do so. For instance, during the final mission of Penny's TF, one of the computer terminals starts a countdown when Clamor gets to half health, and you can interact with or destroy it to prevent her from fleeing.  Maybe during the fight with Battle Maiden in Apex's TF, there's an artifact hidden somewhere on the map, and destroying or interacting with it can prevent her departure...

Edited by biostem
Posted

Sorry, since this would result in power creep due to a greater time/reward ratio it can't possibly be done unless the rewards were severely nerfed. The live devs very carefully crafted TFs to precise measurements and any deviation will result in an unacceptable amount power creep and simply cannot be made. Those are the power creep rules. 🤷‍♂️

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Posted

Even though most times the boss disappears,  and its just a mob beatdown until they reappear,  i wouldnt want the boss invisible/invulnerable portions of the fights removed.  Most bosses are sacks of HP that take longer to defeat than the regular sacks of HP.  The scripted battles give some variety where much of the game has the same fights with a different story attached.

 

Many of the older scripted battles are very similar with the boss disappearing while we beatdown several mobs but most of the new ones have interesting mechanics.  I would prefer older battles get a more modern facelift instead of reducing them to a sack of HP that used to at least do something but now just sits there like most other bosses in the game while it receives a beatdown.

 

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