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Pan flute


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Seeing CK rework and notice how it kinda suffers the same problem he had in the live version: overkill. In the live version most people abuse 2 tactics because you are getting geysers that creates holes in your boat while claws hold and damage your boat preventing sailing to evade the geysers. Now we have CK spawning an arean and a weak barrier to heal himself while is surrounded by mobs 

Again, an overkill so players will simply abuse pan flute and ignore the mechanic like how ice staves/bees were abused to ignore other mechanics

I love the crabs and i love how the healing was change into a more 'flashy' phase with a lot going on but i dont see the point of adding mobs in a boss fight if either we ignore them or make us fail if not. Idk what can be changed because i really like he summoning crabs and the elite crab but i wont like it if becomes pan fluting BQ 2.0

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3 minutes ago, arubaro said:

either we ignore them or make us fail if not.

Worth highlighting what you said here because I've seen multiple people suggest that the crabs should just be sleep-immune.

Panflute's effectiveness is not the problem, the problem is the healing phase that facilitates a need for it.

Without panflute, we still need to prioritize CK over the crabs (otherwise he heals too much). In practice this means the strategy would be to just tank the crabs as you're hitting CK, which runs into the same issue that you're ignoring the crabs. Sleep immunity does not fix the issue, it makes the issue worse.

14 minutes ago, Arcwell said:

Worth highlighting what you said here because I've seen multiple people suggest that the crabs should just be sleep-immune.

Panflute's effectiveness is not the problem, the problem is the healing phase that facilitates a need for it.

Without panflute, we still need to prioritize CK over the crabs (otherwise he heals too much). In practice this means the strategy would be to just tank the crabs as you're hitting CK, which runs into the same issue that you're ignoring the crabs. Sleep immunity does not fix the issue, it makes the issue worse.

Exactly. For that i didnt suggested sleep inmunity,  that would only make us ignore them in other way

Tbh I don't think being forced to tank mobs is a problem.

Looks like new crab king is a fight that encourages us to recruit followers to help out.

Not every boss should reward great kiting skill. 

I think removing the ability to sleep crabs would be good, forces us to break the current narrow mindset alot of players have atm and to explore different tactics like followers or straight up tanking.

1 minute ago, Gashzer said:

Looks like new crab king is a fight that encourages us to recruit followers to help out.

ik it's bait but I'll bite
Followers are currently bugged and trivialize the fight by blocking waves before they can push your boat.

And even when that eventually gets fixed, they still drown when ice phase ends:

2 minutes ago, Arcwell said:

ik it's bait but I'll bite
Followers are currently bugged and trivialize the fight by blocking waves before they can push your boat.

 

And even when that eventually gets fixed, they still drown when ice phase ends:

 

Why do people keep trying to dismiss me by saying im baiting? Im being genuine.

Anyway.

Looks like reworking follower AI to run back to a boat towards the end of the ice phase is the best fix to this problem. We have follower-centric characters but not enough follower-encouraged boss fights.

New crab king could be a great fight to reward raising up wurts new and improved merm army. Or bunnymen for non-follower centric characters.

Perhaps a change that could be made would be making the little crab followers somehow be involved in the healing process, similar to how AFW summons little shadow dudes to eat while being invincible to damage from the shadow torches.

In loose concept, the phases could be similar. Maybe the little dudes run from the edge of the ice toward crab king holding rubble, and killing them prevents the heal from going through? Or perhaps the little dudes build up the ice wall, and crab king doesnt immediately start healing, so if you interrupt them, when he does start healing, you have less ice to break through before you start hitting him.

I think some mechanic to incentivize fighting the crab guys is key, but its also important that crab king isnt getting free, massive heals while the player does so.

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