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Old Apr 24, 2007, 01:20 AM // 01:20   #1
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Default Boss Spawn after Vanquishing Area

Hello,

Was talking to a few alliance members as they were forming a group to vanquish joko’s domain. Now I was thinkin if a team successfully Kills everything in that area would be nice if a Mega-Boss spawns to reap havoc for the party’s murderous ways. A hard elite of some sort that will challenge the teams skills. You could have one for every area and make it to match that area’s theme.

Feedback would be appreciated.

Matey.
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Old Apr 24, 2007, 01:27 AM // 01:27   #2
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I actually really like this idea. Although it would probably take an extremely long time to implement.
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Old Apr 24, 2007, 01:29 AM // 01:29   #3
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maybe for ea. region to lower the amount of work and also not to create over simmilar bosses
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Old Apr 24, 2007, 01:54 AM // 01:54   #4
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If people were going for vanquisher points, they'd just skip the boss.

I've seen other "plz make this happen when an area is vanquished!" threads and well, I think the system is fine as is.
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Old Apr 24, 2007, 02:02 AM // 02:02   #5
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Yeah I see what ur saying, however I would feel like I achieved that bit more if there was a boss spawn after an area has had its foes cleared. Don't get me wrong vanquishing an area is hard but if there was a boss spawn at the end it would be the icing on the cake for me.

Matey.
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Old Apr 24, 2007, 07:57 AM // 07:57   #6
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As long as the boss spawns at a fixed location and you get the Vanquisher even if you don't kil lthat boss, I won't disagree with that.
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Old Apr 24, 2007, 02:01 PM // 14:01   #7
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I really like this idea. Maybe something like Rotscale or Urgoz, that has a guaranteed green drop or something of the sorts. I bet if we had it thought out enough, it could be coming in one of the next big updates...
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Old Apr 24, 2007, 02:25 PM // 14:25   #8
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Guys...really...this is stretching...and here's why:

Do you actually realize how many different areas/bosses that they would have to code for with the idea that you are putting forth? The market is rather sufficiently represented with many options for greens as it is and the idea of HM was just to introduce something else for title achievement and to provide a small challenge in the interim.

Also remember, you have THREE chapters that you'd have to design for to prevent repetition. I personally do not think this is a good idea. Developer resources could be used more efficiently.

Now, to add a comment about something that would be more practical and could instead be universally applied (I'm not here just to boo-hoo someone's idea, I'm providing an alternative at the same time - and no, I'm not trying to steal the thread either), there are more Gods than just Grenth and Balthazar. Instead, it is my opinion that you could open up a new domain instead of just UW and FoW - I mean really...you have Dwayna, Melandru, and Lyssa yet to be utilized at all. Accessing a new zone for this would be easily applied to all three chapters without having to create something "special" for each chapter separately.

My 2 cents...
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Old Apr 24, 2007, 02:29 PM // 14:29   #9
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I like the idea (as long as you don't have to kill the boss for the vanquisher title) but I agree it's probably too much to code. It would take a LOT of work to get this in. /-:
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Old Apr 24, 2007, 06:04 PM // 18:04   #10
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bleh..... there would be over 180 bosses, and greens would become useless.... meh /notsigned
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Old Apr 24, 2007, 06:30 PM // 18:30   #11
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Quote:
Originally Posted by tenshi_strife
bleh..... there would be over 180 bosses, and greens would become useless.... meh /notsigned
Actually 121 explorable across 3 continents, but Cantha and Elona could just pump up one of the bosses form an Explorable Area or Mission Zone. Tyria could also pump up one of the Bosses from an Explorable Area.

All they would have to do would give the boss a full skillbar and a secondary profession. And give the boss the same number of friends as the party has, but tone them down to regular Hard Mode mob. That would probably be enough.
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Old Apr 24, 2007, 06:41 PM // 18:41   #12
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Hard Mode and area vanquishing is implemented yet. It couldn't be that easy to do. Though I like the idea.
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Old Apr 24, 2007, 08:30 PM // 20:30   #13
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/notsigned

Too many people would skip the bosses.
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Old Apr 24, 2007, 09:21 PM // 21:21   #14
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After area is done i'd like no monsters to spawn there in hard mode at all! otherwise what the point of killing them all.
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Old Apr 24, 2007, 10:07 PM // 22:07   #15
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When you "vanquish" an area on Hard Mode, do you receive a permanent benefit for that area on Hard/Normal Mode? Like a Moral boost if you ever revisit the area again? If not, what does vanquishing do? Or rather, what is it for?
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Old Apr 24, 2007, 10:23 PM // 22:23   #16
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/not signed

If you've Vanquished a zone that means you've killed everything in it. If some magical boss appears after the regular enemies are dead then you haven't killed everything have you?
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Old Apr 24, 2007, 11:41 PM // 23:41   #17
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Man people are ruining this. I think it whould be ok but lets make it a little wierd. Normal drops and instead of a uber boss let's make it a giant Oni for cantha,A giant charr for prophices, and a winged demon for nightfall that alway's drops a purple or gold.He spawns at a random location near an exit.
Examples:
LvL 30
Chaos Oni Hymu
700 Health
100 Energy
The usual oni skills and:
Deathstrike/70E/Elite/40S Refreash
Strike enemy for +(70)Damage.Causes deep wound and poison.Removes all hexes and conditions.
But it cant be obtained with a signet.

LvL 30
Willbreaker the Unwanted
800 Health
100 Energy
The usual charr warrior skills and:
Shield Breaker/30E/Elite/35S Refreash
Strike enemy for +(50)Damage.Causes deep wound and poison.Next melee does -(30) damage.
But it cant be obtained with a signet.

LvL 30
Demos the Swift
750 Health
100 Energy
The usual demon skills and:
Blood Wave/45E/Elite/30S Refreash
All nearby enimes gain heal degeneration of -(9) and lose all enchantments.
But it cant be obtained with a signet.

The uber skills will only be used by the boss if it's health is below 50% and you have a 1/12 chance to get hit by it.
Since these are ALL spirits,they are harder to kill with a elementalist.These bosses are not techicly alive so that should allow them and I think A.net can make some lore for them as well.

Last edited by viper11025; Apr 24, 2007 at 11:51 PM // 23:51..
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Old Apr 25, 2007, 12:31 AM // 00:31   #18
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when i first read this i liked it but as i read some of the opposed ideas, i have to agree with them. this is alot of programming and alot of time. as someone said well over 100 new bosses. thats 100 new greens (maybe) and trying to make all of them different so they wont be boring.

yawn or look its another charr boss.....

/unsigned

plus there are many times you would have to fight this uber boss with dp against you. unless you make it so that when you clear an area before boss you get morale 10% and that if the boss kills you, you go back to town. then. maybe i would sign, maybe. but again its alot of time/programming.

~the rat~
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Old Apr 25, 2007, 03:48 AM // 03:48   #19
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Okay after reading the feedback I realise how hard it may be. Well why not scale it down a bit.

Could leave Vanquishing an area as normal ie. Vanquish the lesser bosses and foes and instead of having a uber-boss spawn in every area could take viper's suggestion and implement it into 1 or 2 of the harder parts per continent. Give him a Decent drop with a kick ass skin I'm sure alot of players would kill him. (if the drop was worth while)

thanks for all the feedback by the way

Matey
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