T1 Lair Bosses Balance - After 28/08 bug fix

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Posts: 44

T1 Lair Bosses Balance - After 28/08 bug fix

Post#1 » Tue Aug 30, 2016 11:06 pm

Hello all,

For starter, thanks to the devs' for fixing the taunt bug. Even if many of us will miss it, it was a necessary step to have a better server indeed :P

It now allows for T1 Lair bosses to not get farmed like they were nothing more than rats and they are alive more often than not, which is quite a feat compared to before! We even have Order and Destro fighting each others to get to them, which is awesome!

T1 Lair Bosses are however IMHO, imbalanced for their tier. I know it's totally not a priority, however getting those badasses looking items is really a nice feeling to have when you finally leave T1 for T2 and it's always nice and joyfull to get a new player to discover this quite hidden aspect of WAR.
However it's awfully hard. A lvl 11 Tank fully geared with armor/tough talis, Decimator, inf rewards and SCs weapons will get killed in 3 hits by a lvl 11 Hero, even if he has 2 healers focusing him (my test group : lvl 11 fully geared with other Lair wep BG healed by a lvl 8 DoK and a lvl 10 Zealot). The thing hits just hard. Maybe that's just an impression, maybe it was a statistical anomaly, but I got to do a few Lair those past two days, and the tank just couldn't survive and it always ended in a Benny Hill-esque circus with usually one of the DPS snaring the Lair Boss and people running around in circle, which is in my opinion barely an improvement over taunt-exploiting.

I guess it's a symptom of the fact they don't have their abilities so they resort to auto-attacking more often.

The most logical solution for players would be obviously to bring in more players! You create a WB, you get a second tank, one more healer, then you invite somebody that decided to check if the Boss was up, and in the end, you have a dozen people competing for two pieces of gear. That's the best outcome. The worst outcome is people making two separated groups and fighting each other for the loot with scummy "Let's spam DOT at the end of the fight to get the killing blow". And I think it's unfun :(

Even if in the end, the job of the devs aren't to babysit players or pampers us (especially in Alpha), I think it would be a good idea to slightly tweak down the damages of the 3 T1 Lair Bosses by a slight percentage (maybe 15%?) so tanks can tank them :P
Of course that's assuming you devs are okay with 6-mans being able to down a Lair Boss, which maybe you aren't and prefer to think of them as really a WB-like challenge? Then it could be nice to have them drop maybe 3 or 4 pieces of gear instead, with an immunity to snare on the bosses to prevent 3-man or 4-man farming?

Anyway, those are my suggestions/feedback, thanks for reading my wall of text and I apologize if it's been suggested and talked about already, cheers!
Avenflar, Zealot, Athel Loren, RR Icompletelyforgotbynow

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Posts: 29

Re: T1 Lair Bosses Balance - After 28/08 bug fix

Post#2 » Wed Aug 31, 2016 12:01 am

I have no idea what you talking all about.
Killed 2 of this lair bosses today (emp and elf one) with 1 tank (bg me) 2 dps 2 healers(zealot and shammy).
Boss hit me for 40% hp but he miss me many times (or I blocked, parry ect).
If not ,,order bandits'' we would kill it easy with 1 try.
I am dirty X-realmer. Always change to weaker side.

Posts: 2251

Re: T1 Lair Bosses Balance - After 28/08 bug fix

Post#3 » Wed Aug 31, 2016 12:03 am

...

6man party, bring 2 tanks. That is the reason God gave you Taunt. To pull aggro before someone dies. You can also X-guard to make it easier for the healers as well.

I wont comment on the difficulty of T1 lair bosses. I haven't done them in an extraordinarily long time. But I don't remember any Lair boss being "difficult" unless you just had a **** up group.
Azarael wrote: It's only a nerf if you're bad.

(see, I can shitpost too!)
Secrets wrote: Kindly adjust your attitude to actually help the community and do not impose your will on it. You aren't as powerful as you think.

Posts: 1230

Re: T1 Lair Bosses Balance - After 28/08 bug fix

Post#4 » Wed Aug 31, 2016 12:05 am

Dabbart wrote:That is the reason God gave you Taunt. To pull aggro before someone dies.
T1s dont use taunt for that! It's only a 30% dmg bonus, ya scrub!
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Posts: 2251

Re: T1 Lair Bosses Balance - After 28/08 bug fix

Post#5 » Wed Aug 31, 2016 12:21 am

What?

I dunno every tank, but mah knight got Taunt at lvl 7.

Edit: Misread you. Sorry.

Nice addition to the conversation.
Azarael wrote: It's only a nerf if you're bad.

(see, I can shitpost too!)
Secrets wrote: Kindly adjust your attitude to actually help the community and do not impose your will on it. You aren't as powerful as you think.

Posts: 3806

Re: T1 Lair Bosses Balance - After 28/08 bug fix

Post#6 » Wed Aug 31, 2016 1:26 am

The novelty of t1 lair items wore off long ago

You can get the helmets again from t3 lairs or wait till t4 and get rvr/chapter inf rewards that look exactly like them

And pretty much every lair weapon is a t4 epic quest reward or a t4 rvr inf reward
Any way for t1 lairs you need a tanks whom have guard to X-guard and healers with rez, this is why you really need level 10s in your party then it becomes easy enough

Aggro can be managed easily with taunt and the starting attacks that you get that generate inc threat
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Posts: 72

Re: T1 Lair Bosses Balance - After 28/08 bug fix

Post#7 » Wed Aug 31, 2016 5:35 am

Done them several times and I also think the difficulty is fine as is. You should have no problem with 2 lvl 8 healers and a semi decent tank.
Orrud -> Hirn -> Norn -> Marty'r Square

Posts: 2251

Re: T1 Lair Bosses Balance - After 28/08 bug fix

Post#8 » Wed Aug 31, 2016 5:21 pm

Torquemadra wrote:The lairs were always really, really tough, the ideal team is of course 2 tanks, 2 healers, 2 dps and in that composition you have cross guarded healers.

I assure you with abilities they are more than likely to be harder and we will get to adding them at some point though this will likely start with t4 lairs.

**** yea! Having bosses be doors that swing once in awhile certainly makes it easier, but a bit boring... And keep lord abilities seem to work well...

**** Yea!
Azarael wrote: It's only a nerf if you're bad.

(see, I can shitpost too!)
Secrets wrote: Kindly adjust your attitude to actually help the community and do not impose your will on it. You aren't as powerful as you think.

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