Ultimate boss feedback.

5 respuestas [Último envío]
Imagen de Bloodmistmirage
Bloodmistmirage

So, I tried all four ultimate versions of the bosses and now I'm going to write my feedback.

Jelly King:
Lag - None.

Difficulty - I really did not see any change in difficulty from the current Jelly King. The turrets would be a nice addition if they were not tier one turrets. The knockback can get annoying but it was not much of a threat. The new healing is hardly noticed, to be honest. We did not have to resurrect during this whole fight.

Rewards - The rewards were fine for the amount of effort put into this boss.

Bugs - I did not see any while playing this level.

Conclusion - There really is not much to say about the "ultimate" Jelly King because it really just felt like a buff or a re-work rather than a beefed up boss fight.

Roarmulus Twins:
Lag - Some but after a second play through most of it seemed to have settled.

Difficulty - To be honest this is the only ultimate level I believe is alright because you guys do not spawn a crap load of stuff like the other bosses, the enemies are predictable, the traps/bombs are easy to dodge/avoid and the Mario themed rotating bullets need better placement because it seemed like you guys just felt like you had to place those anywhere in the level making these more of an annoyance than a trap. The boss fight did not seem that difficult, although the random Gremlin healer seemed out of place there should be a spawning pad for those guys if there is then I did not see it and they are fine. The new fire/shock theme is alright. The one main problem I have is resurrecting; the first time I played the level I was at 500 energy per resurrection and the second time I was around 200+, which is not too bad but I believe it would be a pain to actually try this with my own energy, although with practice and great teamwork we can cut that down.

Rewards - The rewards need to be beefed up just like the levels were.

Bugs - There was one bug but I cannot remember it!

Conclusion - I like the changes to this boss and if you were to ask me which of the four should be implemented then I would pick the Roarmulus Twins.

Snarbolax:
Lag - None.

Difficulty - Well, I was probably just as mad about this level as I am about Lord Vanaduke's. I got the feeling that this is what you guys were thinking when you created this level, "Hmmm, I think we should put Wolvers in this spawn! Lets just make this spawn zombies and ghosts and you know what lets spawn Snarbolax for the heck of it! HAHAHAHAHA! Oh, they made it to level two!? Well then how about MORE wolvers, zombies, ghosts, and turrets!!! WAIT! They need healers! Now what else can we do...OH YEAH! Spikes! Lets make this a checkerboard themed spike floor!" That is how I feel you were guys were thinking. Really? I got frustrated when Snarbolax spawned and started to beat the crap out of everybody on the first floor but after a while I looked past that and continued on. To my utter amazement we came across a room that had a checkerboard themed spike floor...honestly??? Just fill the whole room with spikes if you're going to do that or if you want to keep the spikes just lower the number of enemies. What really got me going was the number of enemies that spawned in any given area. Do you guys not want the players to complete these? Five alphas, ten little alphas, four - six turrets, two - three lumbers, eight - ten zombies, two - five kats, and to top all that wondeful spawning off, two - three wings (butterflies that heal). I kept feeling overwhelmed with these spawns and they should be toned down a bit. The boss fight was BY FAR one of the best ultimate boss fights that I have had. The double Snarbolax combo was awesome and the poison gave me more of a reason to shield. By the middle of the second floor I had hit 1000 energy for one resurrection...

Rewards - For something of this difficulty, I would think that the players would get a better reward.

Bugs - During the boss fight the healers would just sit in the corners and not heal. I do not know if this was intended or if it is a bug but it looked like it was worth reporting.

Conclusion - Due to the vast amount of spawns, I would not waste my energy on this boss unless we got some other kind of reward besides the Frumious Fangs. The spawns really need to be fixes because right now it's just too much crap coming at the players at once.

Lord Vanaduke:
Lag - On levels one and two I had zero lag but as soon as I reached level three thats where it started and it only went downhill from there. By the time we got to Vanaduke's room my FPS was so low that my character would literally be at point A one second and without touching any keys I would be at point B on the next second. It was aggravating and it ruined the boss fight for me. But I will say this, the second time we went down the lag was gone until Vanaduke would knock the ceiling down on us, thats the only time my FPS would drop on the second run.

Difficulty - What can I say? Those Slag Guards...*Sigh*. Ok. Seriously. Slag Guards NEED more moves. I hate their charge attack. It's the ONLY thing they do. What you should do is make the Slag Guards smaller and give them a skill that will increase their size but after a while they will shrink back forcing them to use it again and maybe a random lance attack could be nice but this full on charge crap is annoying. The curse zombies were fun to fight because of their shields and the fact that they can cause CURSE. Also, the Slag Guards cause curse. Now lets talk about the spawns because this is where I felt you guys went too far. There is a room on level three, I think. This room is a circle with spikes lining the walls. My first thought when I entered this room was, "Oh this does NOT look fun." and guess what. I was right. You guys gave us the a small circle to fight in and then you spawn about fifteen curse zombies AND a totem, where are we supposed to put that totem? Hm? On the spikes? Well, back to the subject of the room. After we killed about ten zombies guess what happened! MORE spawned and a freaking Slag Guard joined them. Ugh. So, we're fighting about twenty zombies and some big guy that just keeps charging across our screen smacking every thing it touches and this is not the worst. Once we killed those even MORE spawned. Really? REALLY???? Fix that. Just the vast amount of spawns needs to be lowered in ultimate Vanaduke. Just like with Snarbolax, I felt overwhelmed. The boss fight was fun, except for those freaking Slag Guards and the lag. By the third floor I was resurrecting for 1000 energy.

Rewards - ....not worth it....

Bugs - I found a few bugs with the Slag Guards for instance can charge through the white mist looking gates, which most enemies cannot do. Also, in Vanaduke's floor the Slag Guards can get stuck behind the alters and if a knight is behind said alter, which was my case, then good luck getting out. We just had to kill the big guy to get out.

Conclusion - The spawns need to be turned down a bit there was just too much being spawned.

That is my feedback if anybody would like to post their feedback using my layout then you can. Have fun commenting. :D

Imagen de Klaxoff
Klaxoff
I think Jelly King is meant to be Tier 2

I don't think the new Royal Jelly is meant to be an "Ultimate" version, but rather a refined version of the current tier 2 boss (that's why they gave us tier 2 gear).
As for the other things you said, yeah, I agree more or less, although I'd personally like the Roarmulus Twins to be harder, and I really, really dislike Snarby.

Imagen de Alice-In-Pyroland
Alice-In-Pyroland
Have you consider perhaps

Have you considered perhaps that it isn't the difficulty of the stratums but the fact you need to improve? Ultimate Wildwoods if fine, even without piercing/shadow/poison resist I got through with it with sub 5 deaths while bombing with negative poison resist, I'm quite certain many of the players whom are both better than I and likely better equipped could do it even easier. It's challenging no doubt, but that's the entire point of the ultimate stratums, they're for people whom have mastered and are bored with the current tier 3 content; if you're finding them too difficult you probably aren't ready for them.

That being said I will agree that the room in UFSC with the outer spike ring, a totem and a Slag Guard is just poorly designed, especially given the guard can simply pin you against the spikes and there isn't a way to prevent if you've got any degree of lag. UFSC as a whole isn't that great in design, some parts are too easy and the odd spikes in difficultly are mostly due to cheap hazards, it essentially exemplifies all the problems the existing fsc has.

Imagen de Khamsin
Khamsin
The rewards will be

The rewards will be different.

Also, JK is a revamped JK, not an ultimate JK. Because JK wasn't a very interesting boss before. At least now there's stuff going on in his encounter. They just need to tweak the numbers for smaller parties so that a solo player can actually kill the little jellies before they get to the boss and heal him. In a solo they should be two shotable with most swords, probably one shottable with a Faust/Gran Faust. That's just my opinion though.

Imagen de Doomfox
Doomfox
Tested Ultimate FSC solo.

Tested Ultimate FSC solo. From level 3 on I expierenced lag-spikes that got worse with the time. That is really not good.

Now we have more traps or rooms that will slow your advance or constrain your movement space. The curse zombies are a nice addition. Dropping ceiling for clearing some monster waves in a way too, but respawning Howlitzers and the Slag Guards (espeacially if they charge from the bottom out of your field of vision) instead of Trojans can be difficult in some situations. Almost all rooms/challenges have been modified and some of the Divine-Avenger-Charge-abuse is not possible anymore. Shooting through the mist wall is now more difficult, too.

Overcome everything without getting (much) hurt will be more difficult, but with lag-spikes definitly impossible. Just saying. The now curse-inflicting monsters might be a hassle for Knights without additional weaponslots, when they get cursed.

Also this at Vanaduke:

http://imageshack.us/photo/my-images/695/vanak.jpg/

Is this thing in the middle that looks like a graphic-glitch supposed to be there or will it look better in the final relaease? The black blocks appeared and disappeared all over that thing. OK, you get auto-stuned in there and the monster in there get their defense buffed. The massive lag-spikes I expierenced weren't helpful at all. You really do know how to make the knights working for their (doubled) Almirian Seals. Oh, and the Slag Guards sure like to getting stucked behind the water fountains.

Got about 9600 Crowns and some few high level materials. Not really rewarding in contrast to the normal FSC. It is however now more of a death-trap (or CE-trap) and challenge. I lost count on how many times I died. I will acknowledge that I am not skilled enough at all for this challenge and will leave to Haven early, after a couple of times dieing, when it is implented and I try that again. Maybe after some training this could be doable with less deaths.

You will most like get overwhelmed at first, but I am sure players will adjust to this. I like the new challenge even if it is too much for me. If we can get rid of the lag-spikes in there, it would be great.

Imagen de Bluemach
Bluemach
I think thats a graphics

I think thats a graphics glitch ( the black boxes). its appearing in all four ultimate bosses.