It starts with a level 100(Maybe as low as level 70) permanently-enraged Dire Lupine. The reasoning behind this is I noticed with things like the Kunoichi in the Daimyo box, they'd get one person in interlock on the NPC, then a healer. The person in interlock could get in several hits, all the while the NPC is trying to roll out so it does no attacks to the person in interlock with. So, it rolls out, and tries to attack the healer. If the interlocker is fast enough they can usually interlock it again and they and the healer quickly go back up to full health, repeat the process. But, if the NPC is enraged, it wants to interlock anyone within interlock range PLUS it will stay in interlock with it's opponent and actually attack them until it's opponent either rolls out or dies. The reason why I'd want a Dire Lupine (Or a normal Lupine) is because they seem to want to use special moves much more frequently than most NPCs.
Next, what really makes the boss a pain to beat: A spawn aura. For those of you who don't really know what that means, it's similar to what Corruptors and Runtime programs have. If you're within a certain range, every 30 seconds or so you get an NPC spawned on you to attack you. So, this boss would have a spawn aura of 30-40 meters that spawn a single permanently enraged Dual-SMG variant of a Lupine (The ones you fight from a data mining spawn for an XP amp) of the same level as the player, 3 chevrons. That way the group has to tangle with other NPCs while trying to fight the boss. This is where the group would have to actually think of a way to keep the spawns at bay and still take down the boss.
I was discussing with a few people on what the best way to set up this NPC boss fight, be it a boss in a construct, mission, or wandering around somewhere in Megacity, and the seemingly best answer was to make it a mission ticket bought for a large amount of $info (Anywhere from $i100-500 million), but repeatable like an Org Construct Key. You'd have your team teleport to either 1) For the sake of speeding up development of this, a copy of a white room but with a phone to teleport back into the outside world with (Like the ones in the bottom of hideouts) or 2) A dungeon-ish looking environment, maybe looking more cave-like like the hideout in Lucero Point, Rawlins corner. It'd be basically the same thing, an open room with no furniture/corners to exploit the NPCs off of, but more fanciful.
Now of course this boss would have to have a great reward in order to be that challenging, as players would have to have a very good reason to try to put up with a big headache such as this. That's where I'm running into the most problems with for an idea. What came out of conversations with a few other people was an item like this:
(don't have a name with a nice ring to it yet) Launcher+10-25% IS Regen rate+5-10% Melee damage bonus+5-10% Ballistic damage bonus+5-10% Thrown damage bonus+5-10% Viral damage bonus
Plus, it'd give a neat little handz iz glow effect like quicksilvers, but of a CR 1 awakened ability (name evades me) that gives you a blue lightning effect on your hands and feet.
Now, to really make people want to have it, it'd go in the tool slot instead of the glasses slot, similar to the Vector Launcher. It'd be helpful to all load outs, but I don't think it would be that overpowered.
I know this post is really, really long, and there's no pretty pictures to break it up, but I'd like something that's an actual challenge and not just tedious to beat like the Daimyo box.
I'd love for everyone's input on this subject. What's too challenging? What can you think of that would be a challenging but not tedious NPC fight? Do you have any suggestions on the idea here? Any feedback at all would be great.
I think this is a great idea and if the devs consider this... it would be great.
((Energized attacks I think are the blue hands))
Great Idea
So we have solo-able content, we have team-based content. All of them are a time consuming process to get for the most part, and require some form of grinding. What I'd like is an NPC boss, so to speak, that you only have to beat once. But, it will be a difficult battle that will require some actual planning and creative thought to win.It starts with a level 100(Maybe as low as level 70) permanently-enraged Dire Lupine. The reasoning behind this is I noticed with things like the Kunoichi in the Daimyo box, they'd get one person in interlock on the NPC, then a healer. The person in interlock could get in several hits, all the while the NPC is trying to roll out so it does no attacks to the person in interlock with. So, it rolls out, and tries to attack the healer. If the interlocker is fast enough they can usually interlock it again and they and the healer quickly go back up to full health, repeat the process. But, if the NPC is enraged, it wants to interlock anyone within interlock range PLUS it will stay in interlock with it's opponent and actually attack them until it's opponent either rolls out or dies. The reason why I'd want a Dire Lupine (Or a normal Lupine) is because they seem to want to use special moves much more frequently than most NPCs.Next, what really makes the boss a pain to beat: A spawn aura. For those of you who don't really know what that means, it's similar to what Corruptors and Runtime programs have. If you're within a certain range, every 30 seconds or so you get an NPC spawned on you to attack you. So, this boss would have a spawn aura of 30-40 meters that spawn a single permanently enraged Dual-SMG variant of a Lupine (The ones you fight from a data mining spawn for an XP amp) of the same level as the player, 3 chevrons. That way the group has to tangle with other NPCs while trying to fight the boss. This is where the group would have to actually think of a way to keep the spawns at bay and still take down the boss.I was discussing with a few people on what the best way to set up this NPC boss fight, be it a boss in a construct, mission, or wandering around somewhere in Megacity, and the seemingly best answer was to make it a mission ticket bought for a large amount of $info (Anywhere from $i100-500 million), but repeatable like an Org Construct Key. You'd have your team teleport to either 1) For the sake of speeding up development of this, a copy of a white room but with a phone to teleport back into the outside world with (Like the ones in the bottom of hideouts) or 2) A dungeon-ish looking environment, maybe looking more cave-like like the hideout in Lucero Point, Rawlins corner. It'd be basically the same thing, an open room with no furniture/corners to exploit the NPCs off of, but more fanciful.Now of course this boss would have to have a great reward in order to be that challenging, as players would have to have a very good reason to try to put up with a big headache such as this. That's where I'm running into the most problems with for an idea. What came out of conversations with a few other people was an item like this: (don't have a name with a nice ring to it yet) Launcher+10-25% IS Regen rate+5-10% Melee damage bonus+5-10% Ballistic damage bonus+5-10% Thrown damage bonus+5-10% Viral damage bonusPlus, it'd give a neat little handz iz glow effect like quicksilvers, but of a CR 1 awakened ability (name evades me) that gives you a blue lightning effect on your hands and feet. Now, to really make people want to have it, it'd go in the tool slot instead of the glasses slot, similar to the Vector Launcher. It'd be helpful to all load outs, but I don't think it would be that overpowered.I know this post is really, really long, and there's no pretty pictures to break it up, but I'd like something that's an actual challenge and not just tedious to beat like the Daimyo box.I'd love for everyone's input on this subject. What's too challenging? What can you think of that would be a challenging but not tedious NPC fight? Do you have any suggestions on the idea here? Any feedback at all would be great.
I feel we also need something that takes a lot of strategy to be able to beat, since most of what we have now takes a long time to do but isn't really that difficult.
Mathalos wrote: I feel we also need something that takes a lot of strategy to be able to beat, since most of what we have now takes a long time to do but isn't really that difficult. See i think thats the key to the problems with most of the new content... they're normally easy, with a large grind/farm time. This is ultimately boring. A short, but difficult task like this provides a great opportunity for more re-playable content. But that being said... the more i think about this the more i realise one thing... Doesn't all of this sound a little like the archives? (a non-instanced, boss with minions, special drop, not specially hard to solo) slightly different, like an archive with tweaks :/ not to put it down i suppose this is more user friendly being instanced and a little more difficult. Either way i don't see why not, i wouldn't complain if it was implemented thats for sure ^^/signed anyway :p
Danger_Frog1471 wrote:Mathalos wrote: I feel we also need something that takes a lot of strategy to be able to beat, since most of what we have now takes a long time to do but isn't really that difficult. See i think thats the key to the problems with most of the new content... they're normally easy, with a large grind/farm time. This is ultimately boring. A short, but difficult task like this provides a great opportunity for more re-playable content. But that being said... the more i think about this the more i realise one thing... Doesn't all of this sound a little like the archives? (a non-instanced, boss with minions, special drop, not specially hard to solo) slightly different, like an archive with tweaks :/ not to put it down i suppose this is more user friendly being instanced and a little more difficult. Either way i don't see why not, i wouldn't complain if it was implemented thats for sure ^^/signed anyway :pWell, the idea behind the enraged, lvl 100 dire lupine is that it wouldn't be soloable, especially with the regularly spawning minions. So, while it might be like Raeder/Taskmaster/Gargoyle in that it is a boss with minions that drops a powerful item, the difficulty would be ramped up quite a bit to make it an actual challenge.