Greetings,
Your feedback for Patch 11.1.3.1000 - World Bosses Rework, Pumpkin Festival may be posted within this thread.
Please provide us with your thoughts and opinions while keeping all respective rules in mind when you click the reply button.
Feedback should be constructive and provide detailed information, thoughts, and ideas.
Its not your type to give public feedback? Give anonymous feedback on your own language here.
General Information About Content
We are going to remove natural spawns of each worldboss that possess Proof of Myth, and instead, making them spawn with a preannounced schedule. Rotation will be like, next boss will always spawn at the beginning of defined hour, and 15 minutes of timer will start for server to kill it.
Boss will have HP regen, damage reduction and extended HP pool to make it challenging for damage dealers, their offensive abilities will stay as is. But for every player within vicinity, boss will lose slight portion of these defensive abilities except HP pool. There are other various factors thats affecting difficulty of boss as well, but player amount is the main factor, and effectiveness of this factor will increase with every 5 minutes passed ( up to 2 times ) after boss spawn time, so boss will be weakest at minute 10.
Each boss will have its particular Treasure that is given to every participant* for free every week. Weekly cooldown is per boss, so you can get 9 Treasures within 7 days technically. These treasures will contain basically many stuff, from repair hammers to end game equipment. They will be bound so you can't trade them.
If boss is defeated within 15 minutes, every participant* will receive Proof of Dread at random amount from 1 to 3. Proof of Dread is tradeable material that can't be stacked, provides 40-70 Proof of Myth currency upon use. When boss is defeated successfully, challengers** will have chance to receive extra Treasure, but not guaranteed.
Added option for free transportation at every Snoop as long as there is a world boss spawning soon, to ensure every player is joining who are willing to participate.
Tactics of each boss is revised and weakened/strengthened by aiming to provide comfort to also new players instead of frustration, so consider that this content is not supposed to be very challenging, but should demand many players, even the weakest ones.
Superficial Change Log for Bosses
General: Added damage reduction to everyone except strongest challenger**.
Zalkenrys: Removed invisible object to provide fluent ranged gameplay.
Targonharl: Changed phase transition to per 25% HP instead of 5%, reduced amount of damage on certain fatal spell to 80% instead of 101-110%.
Lagusen: Changed extensive damage over time to be applied only to strongest challenger**.
Wodjin: Increased power of adds.
Kolanda: Changed damage over time to be applied only to strongest challenger**.
Sismond: Extended fight area, increased amount of Energy Storage Rune kill needed to defeat boss.
Mandara: Increased power of adds.
Taren: Increased visibility of tornadoes.
Hackman: Increased power of adds.
Example Reward Distribution
50 Players in vicinity
Raid 1: 20 Players
Raid 2: 10 Players
20 players are not in a group
Group 1: Raid 1 inflicts damage equal to 50% of boss HP.
Group 2: Raid 2 inflicts damage equal to 30% of boss HP.
Group 3: One player inflicts damage equal to 10% of boss HP.
Group 4: 10 players inflicts damage more than or equal to required damage threshold.
Group 5: 10 players inflicts damage lesser than required damage threshold.
Group 1 is strongest challenger
Group 2 and 3 are challengers
Group 1, 2, 3, 4 are participants
In this scenario,
If they didn't receive within last week, everyone in Group 1, 2, 3, 4 will receive their weekly Treasure.
If boss is defeated successfully:
- Everyone in group 1, 2 and 3 will have chance to obtain extra Treasure.
Whether they have received weekly Treasure within week or not, Group 1 will have highest chance to receive extra Treasure, while Group 3 will have least chance. Group 4 will not be eligible for extra treasure.
- Everyone in Group 1, 2, 3, 4 will receive Proof of Dread up to 3x.
Wildcard
*Participant: Everyone who inflicted enough damage. If you are in a raid, total damage of your raid will be considered instead. Damage inflicted to every object, which boss summons during fight will also considered while calculating this required damage value.
**Challenger: Players who are in top 3 damage dealer rank will be considered as a challenger. If you are in a raid, total damage of your raid will be considered as one challenger in rank.
Chance of obtaining extra Treasure for challengers is highest for #1 damage dealer, while lowest for #3. Within same raid, you can get extra reward but your raid member may not. Dice will be rolled for everyone individually.