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A Note to the Designers: Act 2's Duel


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#51
SupidSeep

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Kathila wrote...

With a certain setup (on normal, mind you, I didn't try to do this on nightmare) it's possible to go toe to toe with him and not do any kiting at all.


Wow, the best I managed on normal with my rogue was 2 potions and I kited for about 15 seconds for my second potion cooldown.  Still, a 2 min (estimated) duel was a big improvement over 15 min of running away screaming like a kiddie.

#52
Waltzingbear

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There have been countless games with a "very big tough, charging" boss fights. The latest that I played was Batman: Arkham Asylum and can take a few examples from there.
This boss encounter seems like an oversight coming from the view that people made extreme challenges by playing DOA solo on nightmare which required you to act in tedious ways to succeed or stack a big amount of potions grenades and poisons.

I can see how this encounter can easily become a fun fight without changing the Arishkon himself but by allowing you to utilize different parts of the environment against him. For example making him to be stunned for a few seconds after charging headlong into the wall or making the environment collapse over him, his axe to be stuck in the floor etc.. etc.

Modifié par Waltzingbear, 19 mars 2011 - 05:07 .


#53
Sarakinoi

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I am playing with a mage on nightmare, and I had the same experience. Nearly 50 minutes of tedious running around and dodging his charge, which he keeps repeating. His use of potions just made a bad situation worse...

It is in these moments that you realize the game hasn't been tested or balanced properly.

Modifié par Sarakinoi, 19 mars 2011 - 05:51 .