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Dragonfly very easy


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(I do not know if this topic is a suggestion or discussion)
In the RoG single player Dragonfly is considered the most difficult bass, and it makes people prepare very well before killing it, the problem is in the DST it has lost this essence of difficulty, simply with 3 players surrounded with a stone wall With a spear and a helmet, another flute (when he gets angry), kills very easy, other than to give to make scales, beating him to drop a scale, to move away, to hope to recover the life, minutes later to make more.

Besides the lava pups being considered "useless" at the time of the fight, since most of the people surround themselves in walls, to make them to jump the wall would bring more difficulty.
And to prepare well to kill more easily, in the first fight the goal would only be to drop a scale, to make an armor of scales to protect itself from fire (lava pups).


I miss the essence of difficulty and are always prepared for situations in DST.

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I think Dragonfly is already hard enough, in my opinion she is good as she is right now. Especially if compared to the other "classical" RoG bosses: they are all much easier to kill, even alone. 

Many DST players find it still way too difficult (or even impossible) to kill Dragonfly. I personally like her in her current state. :) 

Dragonfly can get stuck on larvae that swarm the wall, so flingomatic is advised.

And yeah, with few people it's obviously easy, but what isn't? If you want challenge I don't see other option than playing solo or on heavily modded dst that make it way more difficult.

fimmatek is right, you have to look at things from both sides. For you it's easy because you know how to do this and you know how to prepare, but for less experienced players, it's very intimidating boss. Should this game be all about experienced players? I don't think so.

20 minutes ago, Sinister_Fang said:

 Anything can be very easy once you know what you're doing. Including the dragonfly in DS.

Am I thr only one here who's hated this phrase, because it's untrue on so many levels; it's dependant on the AI.

Bet you, if Dragonfly didn't have an easy-to-read pattern of attacks whilst having 5 or 6 attacks total and dodging attacks had more necessity, it would already be harder. This would create unpredictability of attacks, hence a distorted attack pattern that none can read or expect, putting the player on edge. Even when you kniw the attacks, if you don't know the pattern it makes it ever so harder, so if there is no pattern and it's much more randomised, there is nothing to know about it and it stays tough as always.

On top of that (although I'm not 100% sure if this is correct), the single player drsgonfly is constantly on the move unless doing a tripple stomp attack, whilst in DST, once she starts striking, she can't restart moving forward until the attack is executed. This would make kiting DST dragonfly easier than dinglr player if it weren't for the fact that in multiplayer she moves faster in general.

If she were to be made harder, and I'd love it if this was a thing, these could be some of thr traits that she vould have:

* More attacks with semi-random patterns for unpredictability (e.g. lava spewing, fire breathing, tripple syomp when not in rage mode).

* AOE for swipe attack like in single player (just that her swipe attacls wouldn't harm lavae if they're in range).

* Extra scale only being possible to be obtained if she gets knocked out whilst in rage mode and knocking her out/putting her to sleep not taking away the rage mode effect.

* Lavae being able to attack and jump over walls (e.g. attacking walls until they're tier 1 may be, then jumping over them).

* Making her exclusive to Summer (she could drop more gems perhaps to make up for not being able to beat her twice a year + the increased difficulty of the battle).

1 hour ago, EuedeAdodooedoe said:

Am I thr only one here who's hated this phrase, because it's untrue on so many levels; it's dependant on the AI.

Bet you, if Dragonfly didn't have an easy-to-read pattern of attacks whilst having 5 or 6 attacks total and dodging attacks had more necessity, it would already be harder. This would create unpredictability of attacks, hence a distorted attack pattern that none can read or expect, putting the player on edge. Even when you kniw the attacks, if you don't know the pattern it makes it ever so harder, so if there is no pattern and it's much more randomised, there is nothing to know about it and it stays tough as always.

On top of that (although I'm not 100% sure if this is correct), the single player drsgonfly is constantly on the move unless doing a tripple stomp attack, whilst in DST, once she starts striking, she can't restart moving forward until the attack is executed. This would make kiting DST dragonfly easier than dinglr player if it weren't for the fact that in multiplayer she moves faster in general.

If she were to be made harder, and I'd love it if this was a thing, these could be some of thr traits that she vould have:

* More attacks with semi-random patterns for unpredictability (e.g. lava spewing, fire breathing, tripple syomp when not in rage mode).

* AOE for swipe attack like in single player (just that her swipe attacls wouldn't harm lavae if they're in range).

* Extra scale only being possible to be obtained if she gets knocked out whilst in rage mode and knocking her out/putting her to sleep not taking away the rage mode effect.

* Lavae being able to attack and jump over walls (e.g. attacking walls until they're tier 1 may be, then jumping over them).

* Making her exclusive to Summer (she could drop more gems perhaps to make up for not being able to beat her twice a year + the increased difficulty of the battle).

Even if all that was added in, people would still complain that the dragonfly is too easy once they figure out some strategies to use against her...

Although I do agree with most of the second part of the post. She could use more attacks to make her more interesting to fight. Maybe even making it so the her enraged mode is triggered in a specific way (and making it unable to get her out of it) adding an optional "hard mode" version of the fight with more difficulty and reward.

Actually, all the bosses could use a special "enraged state" that adds more difficulty and reward. That would be pretty fun and would please all the players asking for more difficult fights and the ones who want to leave them as is.

The only bosses I actually fought mano e mano in this game so far were Deerclops and Klaus and even that only when riding an ornery beefalo. I killed all of the rest solo with minimum effort, including Toadstool and I can farm them all without losing a shred of life. And I can do so with the former too but they are easy enough doing it with fists.

So basically I am all for making the boss fights harder for those who want to fight them man on man with a weapon as long as it doesn't make it impossible to fight them in, let's say, more creative ways.

Because there are many people who like playing this game solo or just in the group of two and bosses that require full server to be brought down really piss me off. It is basically making a part of the content unacessible just because you don't have enough friends or simply don't want to play with random strangers.

3 hours ago, Rellimarual said:

The no-eye deer and the geckos are nice.

I think he means something like a catcoon or pigman I wouldn't count the deer as they are just to inaite klaus fight and can't be nice there "neutral" same with the grass gecko expect there a resource variant.

7 hours ago, Sinister_Fang said:

Actually, all the bosses could use a special "enraged state" that adds more difficulty and reward. That would be pretty fun and would please all the players asking for more difficult fights and the ones who want to leave them as is.

This. Absolutely.  

@Sinister_Fang I don't see how it would be possible to find ways to make a fight extra-easy if the attacks are randomized. The worst I can see happening is players being extra careful, with fights taking longer, because random choice (of attack) is random choice, it's no real pattern. Even if, say, the more stronger attacks are set to have a chance every 2 or so moves when one is carried out, it's still quite unpredictable and if the attacks are highly damage inducing, like with an enraged Dragonfly in and of itself (and by that I mean looking at the enragement difficulty itself, people avoid it and find ways to prevent it or easily get rid of it, so I'm taking out of the context here), then the combination of the randomness and deadly attacks is ought to put players on the edge when engaging in such attacks.

Speaking of attacks, anybody else finds it a bummer that there are no other mobs that move whilst attacking? That's really what makes dragonfly harder by default, so I think may be one of the existing spider types could have a biting attack whilst moving. Probably the dangling dingleberries (dangling depth dwellers), since they're in the ruins, so giving them such an attack should be some-what more fun :p

1 minute ago, EuedeAdodooedoe said:

@Sinister_Fang I don't see how it would be possible to find ways to make a fight extra-easy if the attacks are randomized. The worst I can see happening is players being extra careful, with fights taking longer, because random choice (of attack) is random choice, it's no real pattern. Even if, say, the more stronger attacks are set to have a chance every 2 or so moves when one is carried out, it's still quite unpredictable and if the attacks are highly damage inducing, like with an enraged Dragonfly in and of itself (and by that I mean looking at the enragement difficulty itself, people avoid it and find ways to prevent it or easily get rid of it, so I'm taking out of the context here), then the combination of the randomness and deadly attacks is ought to put players on the edge when engaging in such attacks.

Speaking of attacks, anybody else finds it a bummer that there are no other mobs that move whilst attacking? That's really what makes dragonfly harder by default, so I think may be one of the existing spider types could have a biting attack whilst moving. Probably the dangling dingleberries (dangling depth dwellers), sonce they're in the ruins, so giving them such an attack should be some-what more fun :p

Randomized is to much rng 

I say leave it be, the only reason why fighting dragonfly can be ez is because we find methods to easily take her down, even if it got changed, we'll always rekt her with new methods. If other people dislike how bosses are now, then use mods to change things the way you want the game to be like, thats what they're their for.

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