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Lost Vale last boss is really badly designed

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Nevermore2000
Posts: 12

Lost Vale last boss is really badly designed

Post#1 » Sat Aug 09, 2025 9:56 am

So we tried this dungeon and failed on last boss. Not because we are all noobs but because this fight is just terribly designed. There is too much trash on the ground with all those carpets. The white floor is way too bright. You hardly see the ground effects where you are not supposed to stand on top of. They also are similar to the Zealot rituals. People often did not even realize they are standing in a "puddle" which was no puddle at all. There are other boss fights where you clearly see ground effects.

Then those tablets to stop channelling - no clue when she is actually channelling. I have never seen any indicator in chat that we knew what she is actually doing. Then there are supposed to be colored balls with buffs - after half a dozen of tries I have not sees them at all although someone called them out. Maybe I am blind, but maybe it is just because, as said above, the whole fight is visually a mess. Way too much crap on the screen and everything too colorful and too bright. I could not see anything that matters for this fight on the screen. Really terrible.

Jus remove all the carpet crap on the floor, change the ground effect to something people actually can see and add chat and on screen messages so people know what is actually going on. After all those tries, reading guides in parallel, reading what ppl in chat say how the mechanics work, I still could not follow them because half the stuff I could not even see on the screen.

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Malessar
Posts: 41

Re: Lost Vale last boss N’kari is really badly designed

Post#2 » Sat Aug 09, 2025 1:14 pm

Sooo maybe you were sleepy idk, but she starts channeling when u bring her hp low enough, she kneels and everyone is being life drained by a purple beam. That's when.

The floating orbs are quite visible

The only criticism here I factually endorse is make the borders of the walls a bit less lined with weirdness, and also the idea of the aether pillar that u need to click just having a flat percentage chance to kill someone is terrible design because it's unavoidable and just depends on luck (if it even does that, someone said so) - INVALID, IT DOESN'T WORK THAT WAY
Last edited by Malessar on Sat Aug 09, 2025 6:25 pm, edited 1 time in total.

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Rubius
Developer
Posts: 437

Re: Lost Vale last boss is really badly designed

Post#3 » Sat Aug 09, 2025 1:51 pm

I edited the last boss' name out of the thread just to avoid any spoilers for newer players.

Are you using reshade or any mods that adjust your graphics, by chance? We found that some people using graphics mods were seeing the beach become much brighter than normal during testing, but we hadn't seen this on the last boss.

The final boss is, by far, the most challenging 6-man fight in the game right now. It's going to take strong teamwork, fast reactions, and lots of persistence to learn and layer the mechanics before you conquer it. This is by design.

Malessar wrote: Sat Aug 09, 2025 1:14 pm The only criticism here I factually endorse is make the borders of the walls a bit less lined with weirdness, and also the idea of the aether pillar that u need to click just having a flat percentage chance to kill someone

The Aethyr Conduit does not have a random chance to kill anyone, don't worry. If you hover over the final boss' buffs while the Conduit is fully activated, you should be able to understand clearly what it does. (Doing its mechanic will remove the buff on the final boss and restart the stacks.)

vipevox
Posts: 39

Re: Lost Vale last boss is really badly designed

Post#4 » Sat Aug 09, 2025 5:59 pm

And the option of buying weapons for rvr coats of arms was not considered? It turns out strange that in the rvr game there is no alternative to getting weapons without multiple passages of pve. Well, or give similar alternative options for rvr currency. A lot of people for one reason or another do not want to play pve, but they do not deserve the lack of choice in weapons.

Faction69
Posts: 117

Re: Lost Vale last boss is really badly designed

Post#5 » Sat Aug 09, 2025 8:13 pm

I think there is a misunderstanding as to how the mechanics work, maybe I can help:

CHANNEL: She is channeling when she does beams to each party member that do minor DoT damage.

ORBS: The orbs are ONLY present while she is channeling. If you interrupt too early, you will miss your chance to get the orbs and the tank will die.

You SHOULD NOT interrupt her until the tank has the YELLOW ORB and is back in position with her facing away from the group, as she will use her frontal AoE soon after the transition.

So the strategy is to let her channel while tank chases the yellow orb. Once tank gets it, tank goes back to position. Only THEN you interrupt.
Other players should try to get their respective orbs too, but the tank one is most important as you will wipe without it.

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Demonito
Posts: 38

Re: Lost Vale last boss is really badly designed

Post#6 » Sat Aug 09, 2025 9:28 pm

Nevermore2000 wrote: Sat Aug 09, 2025 9:56 am There is too much trash on the ground with all those carpets.

:lol:

There's indeed a problem with brightness (at least with my Integrated GraphCard)
Not only in this boss room but every white textures, like in Altdorf or snowy High Pass :
If Lightning > Post Processing is off, in daylight ground shines like a thousand suns
As turning it on will make your game slower, you can correct this a little by adjusting;
Image calibration > Monitor Gamma

Green puddles are a bit hard to see, still it's up to your group not to spawn them in the way
Purple puddles do look like Zealot's, this one might be a good idea to change

Boss fight is easy once everyone is good with strats
(All bosses can be done with lower graphics: big thanks to dev for this!)

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