Celtic Heroes

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Re: New boss melees 7000 damage this needs to stop

#33
I'm starting to think enrage was put in to get more people to buy plat.
Whether this may have been the case or not, i dont think people are buying more plat because of this; probably just the opposite.
Druid 180+ Debinosuke
Rogue 150+ Kartier
Ranger 70 Kartier2
Mage 60 Kartier3
Warrior 35 Kartier4

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World: Crom

FIX DRUIDS OTM!!
Refuse to buy plat until druid energy issues are addressed!
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Re: New boss melees 7000 damage this needs to stop

#36
I'm starting to think enrage was put in to get more people to buy plat.
Whether this may have been the case or not, i dont think people are buying more plat because of this; probably just the opposite.
Everybody needs idols, probably more than gold to be honest. Those idols have to come from somewhere, no matter where you get your idols from...somebody paid for them. Enrage greatly increases the idol usage of the group, more people run out of idols faster and thus the demand goes up.
DUBSIDIA

First Warrior to Lvl 190 on server!

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"It's all fun and games until someone loses the lock"

Re: New boss melees 7000 damage this needs to stop

#37
The new bosses are meant to be taken by multiple groups of the bosses level or higher
Im sorry pigman. I think this is not true.

As we told here before, we have killed lvl 170 boss 10 days before. We had two groups there and there were only several 160+.
Well, not enough dmg, so we were so lucky that we met the dang rage when 30% hp left lol
But we still killed him finally hehe by kiting ofc

Those bosses for dragon armours r easy. The only problem is two endgame bosses there. Im not sure whether the 190 prietess boss could call the red dragon boss to help. If not, should not be too hard. But to kill two 190 bosses at the same time, i think it ... ... truly a challenge.

Re: New boss melees 7000 damage this needs to stop

#38
Thee only thing rage timer has done is discourage tanking and encourage kiting.

Underlvld noobs are still holdin bosses very easily with 2 rangers bolasing and the rest of the group dps. They can take over 40mins on a boss bcoz rage is irrelevant and death penalties are irrelevant when kiting. Even druids have become less needed bcoz with bolas u avoid aoes too! (Except chaos dmg). Bolas allows u to plat ur way thru boss kills with no organisation, no worry about rage and no worry aboit death penalty coz the boss isnt even touching u. if u havnt figured it out yet, get two rangers and a few dps and u can kill any boss except mord and agg. The game is so simple with bolas. Pretty much no one tanks bosses anymore.
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Immortalius Lvl 215+ Warrior
Vyper Lvl 196 Ranger


Aeon
Taranis

Re: New boss melees 7000 damage this needs to stop

#39
Lol @ all the people saying the rage timer is their for lower levels to stand a chance. If strong groups are being wiped out, how will lower levels do any better with the rage timer? Your logic is extremely idiotic. I cannot believe what i am reading here, god save these people.
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Veteran player - playing since 2014
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Re: New boss melees 7000 damage this needs to stop

#40
we tried to take down the 165 6* chief. we had two full groups (at least) - 6-8 druids i think, many melee characters at 165+. we got it down 75% and then got wiped out by rage timer.

Personally, i think a well equipped, balanced group should be able to take down a boss at their level (using a moderate amount of restos or idols) - but i can concede that OTM wants to make it harder than that. fine.

However, i think the rage timer taking out 16 ppl is a bit overkill (pun intended). Especially when combined with the death penalty. I am gathering the rage timer isn't supposed to be difficult, but impossible to survive.

What i think would be better would be a limited rage - something like woodcrown's move - lasts for 15-20 seconds, does a lot of damage to everyone, but is survivable. It should wipe a group that is really under-powered, but should be survivable by an appropriate leveled group. I think 7000 health attack, that no one (except perhaps a full hp tank eating pie) can possibly survive is silly. Lots of powerful one on one attacks with some moderate AoE would wipe out truely under-leveled groups.

on the other hand, if you really want to wipe an underpowered group - maybe the rage timer should go off after 10 minutes if they haven't made at least 25% progress. IDK.

I suppose i am disturbed by the fact that the boss level seems to have no bearing on the level of the group needed to take it down (group needs to be much higher). Further distrubed by the fact that you NEED to have multiple groups. So we have target lock and limited group sized combined with the fact we need multiple groups - so one group will definitely NOT get drops. It just doesn't seem quite right to me for normal quest bosses (aggy and mordris are different stories imo).

Personally, the power of the adds combined with death penalty and AoE chaos seem to me to make the boss powerful enough. If you can manage under these circumstances - the group(s) deserve the kill. i see no reason to have an unsurvivable rage timer.
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World: Lugh
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