Post by Kitsunenotsume on Dec 7, 2018 23:23:08 GMT -5
It seems currently like the Dragons run on "Damage-push" mechnics, where a certain level of damage needs to be dealt before they transition to the next phase.
Unfortunately, this results in two issues:
1) PCs who do not have a strong Marksman component are practically incapable of forcing the dragons out of the "Elemental Barrage" phases before suffering severely from the sheer armor-ignoring carpet-bombing.
2) Dragons with CC components (Black and White) prevent unlucky PCs from doing anything practical at all to force the next phase, even when they *do* have strong Marksman, due to the constant elemental barrage.
I might be wrong, but it currently looks like dragons transition phases 3 or so times, at about every 30% of their HP. This equates to a few hundred points of damage that needs to be dealt to even teir-1 dragons before they get out of their nest and allow for melee characters to contribute in their strength. Given that most of our combat system is balanced around melee, this does not seem like a desirable outcome.
I would suggest, instead, timing transitions so that the dragon performs a number of volleys (depending on difficulty), then moves down to the main stage. Having damage-transition on the main stage is fine, because all character builds are expected to be capable of contributing. The current system, however, practically mandates a primarily ranged party - which is just useful both on the ground and in the nest.
A similar resolution could be applicable to Shelob, who at later phases, acts exactly like a Dragon, but spawns more mobs instead of elemental orbs, which can quickly overwhelming anything but a dedicated ranged team who can 'push' her off the side platforms before she can spawn too many minions.
Unfortunately, this results in two issues:
1) PCs who do not have a strong Marksman component are practically incapable of forcing the dragons out of the "Elemental Barrage" phases before suffering severely from the sheer armor-ignoring carpet-bombing.
2) Dragons with CC components (Black and White) prevent unlucky PCs from doing anything practical at all to force the next phase, even when they *do* have strong Marksman, due to the constant elemental barrage.
I might be wrong, but it currently looks like dragons transition phases 3 or so times, at about every 30% of their HP. This equates to a few hundred points of damage that needs to be dealt to even teir-1 dragons before they get out of their nest and allow for melee characters to contribute in their strength. Given that most of our combat system is balanced around melee, this does not seem like a desirable outcome.
I would suggest, instead, timing transitions so that the dragon performs a number of volleys (depending on difficulty), then moves down to the main stage. Having damage-transition on the main stage is fine, because all character builds are expected to be capable of contributing. The current system, however, practically mandates a primarily ranged party - which is just useful both on the ground and in the nest.
A similar resolution could be applicable to Shelob, who at later phases, acts exactly like a Dragon, but spawns more mobs instead of elemental orbs, which can quickly overwhelming anything but a dedicated ranged team who can 'push' her off the side platforms before she can spawn too many minions.