Post by Azherae on 2023-04-16 05:57:59
@NiKr
I just don't like it in Ashes because even if you do it 'normally', the problem is at the core 'being able to pull the boss away or shift it in a way that disrupts other people's synergies, either by wasting their flows, causing the boss to react in unintended ways, or just repositioning it at the wrong times.
If the Synergies are not that meaningful, it should be fine to have 'unmarked players flag up', but since I kinda assume that by 'marked' you mean 'got aggro from the boss at some point', this seems a bit easy too.
This is where the Dv Gauge helps a bit more. One of the easiest and 'safest' low level 'Revenge Mechanics' you could give any boss at all is to make it CC resistant/immune to those who have a high value, or raise the chance of its CC working on them.
Similarly you can make it damage resistant a bit. So if you're attacking someone to steal their boss, you need to be strong enough and coordinated enough to fight a CC-enhanced version of the boss, without really changing the boss much at all.
This would usually very explicitly preserve the Synergies of the original group, while allowing them to not worry as much about certain other things, and they could just 'let the boss rampage around against the statused players'.
Result of change: Players are more likely to compete in performance against the boss itself when they happen to be in the same spot and both want to fight it. Then activate the Boss' standard proper anti-zerg mechanics (which would not be positional, I assume) forcing the two groups to adapt but without any innate 'I can just steal this from you by killing you when things start to go badly for your team'.
Still preserves the options for disruption and last-minute betrayals.
I just don't like it in Ashes because even if you do it 'normally', the problem is at the core 'being able to pull the boss away or shift it in a way that disrupts other people's synergies, either by wasting their flows, causing the boss to react in unintended ways, or just repositioning it at the wrong times.
If the Synergies are not that meaningful, it should be fine to have 'unmarked players flag up', but since I kinda assume that by 'marked' you mean 'got aggro from the boss at some point', this seems a bit easy too.
This is where the Dv Gauge helps a bit more. One of the easiest and 'safest' low level 'Revenge Mechanics' you could give any boss at all is to make it CC resistant/immune to those who have a high value, or raise the chance of its CC working on them.
Similarly you can make it damage resistant a bit. So if you're attacking someone to steal their boss, you need to be strong enough and coordinated enough to fight a CC-enhanced version of the boss, without really changing the boss much at all.
This would usually very explicitly preserve the Synergies of the original group, while allowing them to not worry as much about certain other things, and they could just 'let the boss rampage around against the statused players'.
Result of change: Players are more likely to compete in performance against the boss itself when they happen to be in the same spot and both want to fight it. Then activate the Boss' standard proper anti-zerg mechanics (which would not be positional, I assume) forcing the two groups to adapt but without any innate 'I can just steal this from you by killing you when things start to go badly for your team'.
Still preserves the options for disruption and last-minute betrayals.