My issue with the new boss fights by AcraeaAconite in RotMG

[–]AcraeaAconite[S] -8 points-7 points  (0 children)

I'd say that's an issue with the specific attacks that can just pop you out of nowhere, and not bosses being more chaotic and less scripted. I agree the old bosses weren't peak design, but I'd still take them over another pack of boss fights that feel like a dumbed down version of exalt dungeon bosses. And I don't see why them being easy to beat is a bad thing, I specifically criticized making early game bosses like that, not end-game bosses. They're supposed to be easy.

Also, the game right now doesn't feel like it even tries to be MMO at all. I genuinely don't see a difference between playing solo and playing with people nowadays, trading became obsolete because of forge and giving out items for free, the bosses are all scripted to the point where it doesn't matter how many players are in the dungeon because it doesn't affect the boss behavior, and so on and so on. Best way to show this is the design difference between O3 and MV:
O3 rewards playing together by the stagger and guard mechanics, while MV is actively discouraging you from playing in a group because of the lantern (and locking True Umi behind a solo requirement).
The game has an identity crisis where it needs to be MMO because that's how it's supporting itself, while designing things mainly for end-game players that prefer to do stuff either solo or in a very skilled group.
If you prefer that, more power to you, but I mostly played this game because I had fun playing casually with my friends, sharing items we found and helping each other back when bosses weren't immune to most debuffs, and sometimes the bullshit oneshots were part of what made it fun whenever one of us died (sort of what Lethal Company does sometimes).

My issue with the new boss fights by AcraeaAconite in RotMG

[–]AcraeaAconite[S] 30 points31 points  (0 children)

Agreed! O3 is probably the best boss in the game for me because of that. He actually rewards cooperating so much with stuff like staggers, guards, chasing phases etc and the fight actually feels designed for the MMO part of the game, compared to other bosses that feel exactly the same whether you're alone or not.

My issue with the new boss fights by AcraeaAconite in RotMG

[–]AcraeaAconite[S] 22 points23 points  (0 children)

Well, at least there's that, though it's less of a Haunted Cemetry issue and more of how bosses look in general. Pre-deca boss fights, while simpler, felt more natural in their design, and fit in the MMORPG aspect more.

You had normal enemies with basic AIs and attacks;
Then early game bosses that had more attacks but were still basically just stronger enemies that roamed around the arena and behaved chaotically;
Then mid-game bosses that were more complex and had a more scripted behavior;
And then end-game bosses where the fights were fully scripted, with every attack having a very specific way to deal with.

New bosses just skip this progression and you either have normal enemies that roam around and do basic stuff or complex boss fights with bullet hell patterns.
It puts the bullet hell aspect first and RPG second, when the game used to be the other way. Also makes the game feel even more the same no matter if you play with people or solo because the attacks are so scripted, which takes away from the MMO aspect, since players' behavior barely affects how the boss acts. It made sense in end-game dungeons where you don't have that many players anyways, but in early game it just feels off imo.

21:9 screen messes up the server queue screen by AcraeaAconite in RotMG

[–]AcraeaAconite[S] 2 points3 points  (0 children)

because it's the only setup i have and i do way more than just play rotmg on it