Celtic Heroes

The Official Forum for Celtic Heroes, the 3D MMORPG for iOS and Android Devices

Can the new engine make boss fights more epic?(DISCUSS)

#1
We all know how boring combat can be, and we all know we just kill mobs and bosses because of the loot, not because we enjoy burning our idols and pots.

Celtic heroes has evolved to a better looking game, and the devs have promised many new features to the game.. Which makes us ask the question; will boss fights and mob fights be more fun?

Personally, I was so excited to fight Mordris, and I wanted to see his new attacks, new animations, etc...
We all know how disappointed we all were when we realized he was just like aggy, with a repaint, new name and a higher level. Overall, disappointing.


Now with the new engine, many of us knew the gameplay wouldn't change because OTM just focused on the looks of the game, and completely ignored fixing the gameplay.
HOWEVER, development team! YOU CAN FIX THIS.
Leave the current bosses as they are, but make the game more interesting!


Current bosses and mobs are pretty much the same boring thing over and over again. Bosses are just plat sinks, forcing smaller servers to zerg, and that is ok because it is OTM's income.

But why not add more epic boss fights? Make bosses more epic, with better animations, and different stages.
An example would be "Shadows of the Colossus".

Not the exact same gameplay, but make it similar.

Kinda like this:

Tanks and melee dps attacking from the feet, tanks needing to kite the boss.

Archers and mages in higher platforms, attacking and depending on the tanks to not lose agro, or the boss attacks them (with unique animations)

Healer with tanks, and some with range dps.


Boss should have different attack animations for the bottom players (tanks and melee), and different attack animations for the top rows (range dps and healers).

Lets say its a giant troll. He uses his club and feet for the melee players, and throws boulders and club aoe dmg to the top rows (range dps and healers).


This would make the game much more unique, and would make it much more fun and entertaining then stanign in one place, spam skills, idol, rinse and repeat.

What do you guys think?
TheYuleBro, Mabon's one and only Illuminati bro ;)

Re: Can the new engine make boss fights more epic?(DISCUSS)

#2
Reminds me of Log Horizon :D
Should do something more interesting and epic, the boss fights are rather boring. One of the things common in MMO's is that when a boss attacks with an AoE skill, a red platfrom will appear showing the range of the attack and the idea is to avoid it instead of taking as many hits as u can or just standing behind the boss, doing that tho can have issues with rage, knowing the fights are rather limited so instead of avoiding u want to deal as much dps as possible, making this game dps-centered.
#NerfMages #AvoidBalance #WhyPlayARogue #MeatShieldOnly #HealingSlavesOnly

OP dps warrior on Belenus, hot af melee druid on Nuada. #Elementals #Apex

Re: Can the new engine make boss fights more epic?(DISCUSS)

#5
Reminds me of Log Horizon :D
Should do something more interesting and epic, the boss fights are rather boring. One of the things common in MMO's is that when a boss attacks with an AoE skill, a red platfrom will appear showing the range of the attack and the idea is to avoid it instead of taking as many hits as u can or just standing behind the boss, doing that tho can have issues with rage, knowing the fights are rather limited so instead of avoiding u want to deal as much dps as possible, making this game dps-centered.
lol i was just about to say that.
that arc in the second series where they were fighting the three bosses at once. so wish CH was like that
Hogana (Retired)
I creep around the forums.

2012
Image

Re: Can the new engine make boss fights more epic?(DISCUSS)

#6

Tanks and melee dps attacking from the feet, tanks needing to kite the boss.

Archers and mages in higher platforms, attacking and depending on the tanks to not lose agro, or the boss attacks them (with unique animations)

Healer with tanks, and some with range dps.


Boss should have different attack animations for the bottom players (tanks and melee), and different attack animations for the top rows (range dps and healers).

Lets say its a giant troll. He uses his club and feet for the melee players, and throws boulders and club aoe dmg to the top rows (range dps and healers).
Just wondering how you think this is any different that any other boss in the game...
Image
“Brevity is the soul of wit.”

Re: Can the new engine make boss fights more epic?(DISCUSS)

#7
Only problem i see in this is a mobile mmo for gods sake, things like this require a insane amount of numbers and very low lag raids, neither of which are something we have. Honestly i believe we have to many worlds, and either server transfers should be made avalible or some should be merged. Also even top devices still lag for some people, lag would ruin raids that require such prescison, it took an entire year for most worlds to finally start killing necro...
Biteri 224 rogue, Rosmerta, Reserverence.
Yes, I seem to be back again.

Re: Can the new engine make boss fights more epic?(DISCUSS)

#8
Actually, you make a good point...

For an example boss: What if it were a Hydra?

The heads could be spewing fire, poison, magic, ice, and the feet and tail could be attacking with physical damage.

The fight would work like this:
1) Kill first head (spews fire) (has 1 hour to revive after death if entire boss is not dead) (only distance weapons and spells can fight) (warriors can taunt, rogues can use smoke bomb, etc.)
2) Kill second head (spews poison) (has 1 hour to revive after death if entire boss is not dead) (only distance weapons and spells can fight) (warriors can taunt, rogues can use smoke bomb, etc.)
3) Kill third head (spews magic) (has 1 hour to revive after death if entire boss is not dead) (only distance weapons and spells can fight) (warriors can taunt, rogues can use smoke bomb, etc.)
4) Kill fourth head (spews ice) (has 1 hour to revive after death if entire boss is not dead) (only distance weapons and spells can fight) (warriors can taunt, rogues can use smoke bomb, etc.)
5) Kill body (deals physical damage, legs are crush, tail is slash and pierce (depending on animation)) (all can fight)
6) Fight Won

Now each head and the body will attack all together like a normal hydra boss would, but to kill it all, you'd have to go in this order without simultaneously fighting 5 things. Each head would have 1/4 of the lifepoints as much as the body would. So in the end it would add up to killing 2 bosses, or a boss and 4 minions without separating them.

This would cause for a massive influx of mages druids, and rangers in each server. Multiple druids would help the warrior in his resistances to all heads and the body attacking at once as well as heals, and multiple mages will help aid the many rangers in destroying the heads as quickly as possible.

This helps reduce the weight we have placed on rogues these passed few years and allow us to rely on these underused classes. Sadly warriors will be just as vulnerable as rogues in this since only one can be tanking, but a backup tank warrior never hurts, and Dps warriors will just as helpful in fighting the body with the rogues.
Image


Proud Owner of a Blessed White Yule Crown

Re: Can the new engine make boss fights more epic?(DISCUSS)

#9

Tanks and melee dps attacking from the feet, tanks needing to kite the boss.

Archers and mages in higher platforms, attacking and depending on the tanks to not lose agro, or the boss attacks them (with unique animations)

Healer with tanks, and some with range dps.


Boss should have different attack animations for the bottom players (tanks and melee), and different attack animations for the top rows (range dps and healers).

Lets say its a giant troll. He uses his club and feet for the melee players, and throws boulders and club aoe dmg to the top rows (range dps and healers).
Just wondering how you think this is any different that any other boss in the game...
To be honest, I don't understand your post..

I assume that you mean what is the difference with my example and the current boss fights ?
Ermmm, they are completely different... My example is waaayyyy different then what boss fights currently are my friend...
TheYuleBro, Mabon's one and only Illuminati bro ;)

Re: Can the new engine make boss fights more epic?(DISCUSS)

#10

Tanks and melee dps attacking from the feet, tanks needing to kite the boss.

Archers and mages in higher platforms, attacking and depending on the tanks to not lose agro, or the boss attacks them (with unique animations)

Healer with tanks, and some with range dps.


Boss should have different attack animations for the bottom players (tanks and melee), and different attack animations for the top rows (range dps and healers).

Lets say its a giant troll. He uses his club and feet for the melee players, and throws boulders and club aoe dmg to the top rows (range dps and healers).
Just wondering how you think this is any different that any other boss in the game...
To be honest, I don't understand your post..

I assume that you mean what is the difference with my example and the current boss fights ?
Ermmm, they are completely different... My example is waaayyyy different then what boss fights currently are my friend...
Actually Robert has a point, all your idea would be is that you would be creating 2 points of attack...it would still just boil down to players chipping away at a boss whose 90% of loot isnt worth the effort anyway
Biteri 224 rogue, Rosmerta, Reserverence.
Yes, I seem to be back again.

Who is online

Users browsing this forum: No registered users and 48 guests