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Hammerwatch Discussion / Re: Beta test the new campaign.
« on: August 17, 2014, 05:01:25 AM »
Developed a ranger for Hard specifically with the last boss in mind.
Phase 3 was manageable with the addition of the crystals.
The final phase is impossible, at least solo.
The tracking fireballs are the nail in the coffin there. It's just too much deal with.
They're fast, numerous, and almost impossible to avoid when they're the ONLY thing after you.
They are impossible to dodge when the crystals and minions are also hounding you.
You die in 2 seconds, boss heals another 30% back, and you've pretty much lost all hope of ever taking his full life bar away when you can't even get a hit on him.
Now I could see 4 people being able to do that a bit better, as the attention of everything on screen would be divided and ideally at least 1 person could stay alive long enough so the boss can't heal... but if the fight is going to stay as it is, it would be lovely if it scaled based on number of players in the game.
Any one of these would make it feel less impossible:
- Healing rate scales down with fewer players
- Less tracking fireballs with fewer players
- lower tracking fireball damage in general
- longer cool down between tracking fireball usage
- change them from tracking fireballs to a predictable pattern swirl out around the boss (I thought it already did this until I tried it again)
Again, the boss is a great challenge and it's been a blast trying to beat him. But the final phase could really use something to help games with less then 4 players not instantly explode upon trying to step on that platform.
This was a 150 HP ranger with, I would guess, somewhere between 10 and 14 armor. The tracking fireballs were pretty much instant death every time. No way to escape (usually crystals), no room to dodge them (other fire balls/minions on screen) without still taking damage, and even the gold I could still get, I couldn't see another 30-40 health or 1-3 more armor saving me. And I hadn't even died against the boss until the final phase.
Phase 3 was manageable with the addition of the crystals.
The final phase is impossible, at least solo.
The tracking fireballs are the nail in the coffin there. It's just too much deal with.
They're fast, numerous, and almost impossible to avoid when they're the ONLY thing after you.
They are impossible to dodge when the crystals and minions are also hounding you.
You die in 2 seconds, boss heals another 30% back, and you've pretty much lost all hope of ever taking his full life bar away when you can't even get a hit on him.
Now I could see 4 people being able to do that a bit better, as the attention of everything on screen would be divided and ideally at least 1 person could stay alive long enough so the boss can't heal... but if the fight is going to stay as it is, it would be lovely if it scaled based on number of players in the game.
Any one of these would make it feel less impossible:
- Healing rate scales down with fewer players
- Less tracking fireballs with fewer players
- lower tracking fireball damage in general
- longer cool down between tracking fireball usage
- change them from tracking fireballs to a predictable pattern swirl out around the boss (I thought it already did this until I tried it again)
Again, the boss is a great challenge and it's been a blast trying to beat him. But the final phase could really use something to help games with less then 4 players not instantly explode upon trying to step on that platform.
This was a 150 HP ranger with, I would guess, somewhere between 10 and 14 armor. The tracking fireballs were pretty much instant death every time. No way to escape (usually crystals), no room to dodge them (other fire balls/minions on screen) without still taking damage, and even the gold I could still get, I couldn't see another 30-40 health or 1-3 more armor saving me. And I hadn't even died against the boss until the final phase.