please avoid double posting, there is an edit button.
I would love to brain storm and suggest things, but I’m a terrible thinker, you see?
I understand both views as well, but like you, don’t mind bonus actions. I wouldn’t care if they were nerfed or not, but I’m trying to think of things that will “please both crowds.”
So far… nothing very good.
You can take that suggestion earlier and give the bosses the same % as regular arkadions, but make them have more health or something.
Cap bonus actions but give them more life. It may make it more difficult in the long run, but players would get to input more and feel like they are actually doing something. That’s the worst part of turn-based games, the waiting. Especially nowadays when people have gotten used to instant gratification. If you’re trying to teach people patience, video game apps is the wrong way to go. You could make the game more difficult while increasing player enjoyment by improving the downtime players have to make decisions.
I was only able to think of myself in this context - I got annoyed by the bonus actions but not because I had to wait. I got annoyed because I was losing the fight, and I was quite satisfied when I finally figured out how to beat it. I don’t think I would have been as satisfied if the monster just had more life. That doesn’t increase the difficulty nearly as much as the extra bonus actions do.
Another way to compensate is to turn bosses into multiple monsters, or have them summon helper monsters. But… doesn’t that mean you’ll be waiting as well? You would have to wait for all three enemies to take a turn as opposed to just one taking a turn. And four bonus actions is a bit more of a wait than three enemies taking a turn, but not THAT much more.
How about giving them a % exactly as S rank %? No HP changes, just % change.
Then, again, the bosses become easier and there needs to be compensation if we want there to be the same challenge.
You could increase life and speed, giving it nearly the same amount of bonus actions but still allowing the player to do something occasionally. But then, with certain monsters, occasionally is all you need, am I correct?
Perhaps there should be several different types of the same boss. Then you wouldn’t know what strategy to prepare and would have to cover all your bases. THAT would be challenging.
Another suggestion that just occurred to me, a difficulty rating. Change the cap on bonus actions, health, etc. Differenr difficulties could reap better rewards.
You could increase life and speed, giving it nearly the same amount of bonus actions but still allowing the player to do something occasionally. But then, with certain monsters, occasionally is all you need, am I correct?
That’s not a bad idea. Would the fights be any less annoying, though? I mean, the monster would be getting a turn very often and you would still be dying practically at the same rate as you do with the bonus actions system. Are you sure the annoyance comes from waiting and not just losing? After all, losing is one of those factors that goes along with waiting in this context.
Perhaps there should be several different types of the same boss. Then you wouldn’t know what strategy to prepare and would have to cover all your bases. THAT would be challenging.
That’s a good idea. I like that.
Another suggestion that just occurred to me, a difficulty rating. Change the cap on bonus actions, health, etc. Differenr difficulties could reap better rewards.
I was hoping for a hard mode for the game, to where you could go through the game again in hard mode to get extra rewards. This isn’t exactly what you’re saying, of course, but it reminded me of it. As for your idea specifically, that’s also a good idea if it could be implemented appropriately. I support it.
Just beat that ark monster best bet to leave ur best three for last and two good ones in the front in middle all without using this dumb stun move … If u put all ur best guys in front they get k.o. Which is stupid so i split them up after my fifth attempt i won
wow. this topic got a lot of traction since this morning. I didn’t mean to cause any arguments just wanted to vent on here. I do however like some of the ideas being tossed around. a newgame+ mode would be awesome, increase difficulty and level cap of the monsters. also, the idea of fighting multiple of the same bosses but different elements is a good idea as well.
I found myself yelling at my phone more often during these big boss fights. I would have my turn only after the boss managed to cause heavy damage to my team. the bonus actions made it less engaging for me since i wasnt able to do much during these battles. i would prefer the bosses to attack more frequently because of a higher speed than constantly have bonus actions. At least then i know im gaurenteed to get some hits in. Large health and speed with maybe a bonus action percentage thats slightly higher than S rank. Enough to where it can still be challenging but not frustrating.
::Jumps on the runaway thread to express opinions as well::
Adressing the main point:
AS far as the bonus actions go, I agree that they were INSANELY OP… but let me tell you something. When I finally came back after beating 3 other boss dragons and FINALLY was able to beat arkwing without any more caps on actions(i didnt know they had been capped probably during my attempting, as stated above bby mods) there was a large sense of accomplishment. Do not get me wrong, I like many was discouraged and kept thinking “what do i need, what do i need?” Then I got pretty lucky in one of my attempt and nearly had him down, one attack away, when he whiped me. That instance I remembered I am playing a stategy game, my favorite genre I might add, and even in my defeat started having fun trying to build a team to take him down.
I love this series DIB and HI, I’ll probably try any that this developer comes out with and buy some premium currency to help support the cuase becuase I like the game and want more. But at the start of HI, It was very much steamrolling everything, enjoying the story and the different creature abilities i was encountering, but there wasnt quite so much of the challenge that was keeping me as engrossed as i like to be. THese bosses are difficult, no one doubts that, but they are optional, and if nothing else get a maxed team of ARK’s who can soak the damage andthen go through taking them all down if you dont want to try and beat them with a non max level team. They are supposed to be threats, not little squirels that we can stomp on. These tough guys are beatable, but you need to work at it, and frankly that how a super bad mo-fo should be, threatening and give you a sense of “wow, that guy is a bad mama-jama”, I think the dev did a great job with them personally.
Challenging bosses are challenging? Sounds like a game worth playing, to me.
::end wall of tyext::
To the offtopic portion:
I always liked the newgame + style of games for added difficulty, but it might be easier from a dev standpoint to do something like this:
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Once all Bosses have been beaten in the game by an individual, let them do a series of quests to unlock some shrine (i like somethnig to the effect of pandora’s box, great way to introduce chaos anywhere).
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Once completion of the quest for the shrine is complete, give the player the option to interact with the shrine.
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Some message would pop up to the effect of, “Opening Pandora’s Box will unleash great terror on the world, but each terror defeated wil yield great rewards”
4. Proceed with action confirmation box yes/no kinda thing.
- If the player accepts then all prior Bosses and possibly any Quests/quest related battles are reactivated, with % modifiers on stats(higher level quest monsters, and huge modifiers for bosses).
So essentially keeping the exact same game world just re-opening each node for bosses(and maybe even quests) with crazy increased stats. You get to keep you powerful team that helped get you there and start trying even more difficult encounters. That seemed like a viable option for hardmode in my opinion.
A trick I used to defeat the last few bosses was to start with three of my worst monsters. The boss always attacks first, so those first 3 monsters just help soak up part of the damage (which may be around 500-1200 dmg!)
Just wan’t to add my two cents to this. I’m a mod but was NOT a beta tester and I do think that the number of bonus actions that bosses get in a row is unfair. If you’re on more of an even footing with bosses i.e… slightly higher chance of more bonus actions than S class and the extra HP, damage etc. that gives you more options for strategy in defeating said bosses instead of just either stun skin or grinding like crazy and then coming back later to battle said bosses
So i have not read all posts of this thread but what really annoys me is how can you talk about these bonus actions like its tactical to beat them?
In what possible way is it tactical to beat a boss who has a random chance to beat your whole team or you have luck and beat the same boss easily (!!!) just because the bonus actions don’t trigger that often.
It’s just 0% tactical it’s only luck.
Tactical would be if you need a certain element to beat a boss or certain attacks just like those who give you a 2 attack shield to a certain element.
All nice effects but not really effective because bosses always have elements like holy ,shadow or normal and there are not many good monsters with effects against these types, most valuable and single tactical attack in boss fights is dracobann in my opinion.
There are even stat decreasing attacks but i nearly never use them because it feels like after decreasing around 200 or more defense and magical defense the boss gets around 50-70 dmg more which is just nothing.
Right now it feels like you just have to get an better average level of your team(=more average health) and just put your weak monsters to the first spots of your team so the boss can’t beat your whole team in 1 try, it works pretty fine with that “tactic” I have still only 2 monsters above lvl 90 and nearly completed the game just by trying a boss a second time after I raised the average team lvl a tiny bit.
So i have not read all posts of this thread but what really annoys me is how can you talk about these bonus actions like its tactical to beat them?
In what possible way is it tactical to beat a boss who has a random chance to beat your whole team or you have luck and beat the same boss easily (!!!) just because the bonus actions don’t trigger that often.
It’s just 0% tactical it’s only luck.
Tactical would be if you need a certain element to beat a boss or certain attacks just like those who give you a 2 attack shield to a certain element.
All nice effects but not really effective because bosses always have elements like holy ,shadow or normal and there are not many good monsters with effects against these types, most valuable and single tactical attack in boss fights is dracobann in my opinion.
There are even stat decreasing attacks but i nearly never use them because it feels like after decreasing around 200 or more defense and magical defense the boss gets around 50-70 dmg more which is just nothing.
Right now it feels like you just have to get an better average level of your team(=more average health) and just put your weak monsters to the first spots of your team so the boss can’t beat your whole team in 1 try, it works pretty fine with that “tactic” I have still only 99 monster and nearly completed the game just by trying a boss a second time after I raised the average team lvl a tiny bit.
That’s simply not true. You have to realize, we’re players who have played this game for months now since we were beta testers. We’ve figured out many strategies with the game. Many of us have beaten those when they had many more bonus actions than they have now using strategies such as stun skin.
Maybe, then, for new players, it’s a bit hard. That is, for players who haven’t figured out the various game strategies yet. But we don’t want the game to be too easy. I think players should be required to figure out the strategies… at least until a hard mode is added.
Guys. You won’t think hard if the boss is easy. You won’t get better that way. So just get used to it and figure out a real strategy to defeat the boss. End of story.
Okay maybe if I play for some months I will have some strategies for maximizing damage when all my monsters hit the lvl cap, before that it just works with very simple non tactical thoughts and as long as it is like I said in my posts:
“In what possible way is it tactical to beat a boss who has a random chance to beat your whole team or you have luck and beat the same boss easily (!!!) just because the bonus actions don’t trigger that often.”
Sadly its just that, you try a boss the first time you think damn he has too much bonus actions but before you even have to think about changing your tactics now you try it a second time right after and you beat the boss and have like 7 monsters left. I just can ask again in what way is that tactical, there might be tactics which would make bosses a little bit easier (I’m talking about real tactical combinations not single effects like stun skin the only tactical thing i here around here in the forum which is not really tactical but just logic you don’t really have to do the big brainstorming to come up with that idea)
And to state this as a fact: this game is not hard, I play it for 6 days now (maybe 30-40hrs of gaming time) and the game is nearly completed the only “hard” thing till now is to farm all those super rare dragons.
I can beat the bosses easily by raising the lvl before even thinking about some tactic because you can beat every boss without tactical thinking thats what I critisize and the bonus actions are not a good way the get the players thinking about some tactics they could use because it will maybe just work depending on luck when they think they found a new tactic but it was just luck that the boss nearly had no bonus attacks
You’re saying that in order for it to be tactical, the fight should go the exact same way each time?
Well of course there’s some luck involved. There are a very large number of combinations of abilities that can occur throughout a fight. A fight could play out so many different ways.
You can’t say it’s not tactical because you did better the second time than you did the first time. If one monster happens to survive one hit, as opposed to dying, and can take its turn, that in of itself can make a large difference in the outcome of a battle. There are lots of little things to consider.
Yeah exactly maybe not exact the same way but it shouldn’t be that much luck, I would prefer a boss with more hp and for example very high attack stat so i have to weaken his attack before actually beat him and he on his side beats the sh*t out of me until i can weaken his stats enough.
Or a boss who can fell asleep and is way more vulnerable in that state and nearly invincible when not asleep.
Or a boss who changes it’s vulnerability after certain rounds or effects that are programmed by the developer.
With that you have to think about how can I possibly beat that boss , you have to find some tactics (or if many other players found a tactic just look up the forum)and you even have to change your team to have a chance beating a boss. That’s tactical in my opinion
I didn’t think the bonus actions were so luck-based. They pretty much always get a whole bunch. It’s just a constant feature, not really random?
It is a constant feature and to be precise it also isn’t random (because of the specific percentage bonus attacks have) that’s true.
It just feels like it’s around 50/50 to beat a boss with the exact same team all having their exact same position.
If I think about it it’s not only feeling like that, it worked for me that way way too often.
But as overall experience the bonus attacks are not that bad at all you have this certain will to catch every monster on rank S to get that 20% chance.