The idea behind the boss monster is that the boss will always be a slaughter, regardless of how much of a terrifying histia/troilus/detha combination it has. I want the focus to shift from "let me as an individual tag so that I can get my experience" to "let's work together to bring this beast to its knees!" I have had some thoughts on such design, and I now enter the phase of testing this concept for viability.
It is an experimental template — I assume that it will work! — and perhaps this weekend I can ask for some
[Edit]: The part that I forgot to mention was that, upon the Boss Monster's death, everyone within the area would receive experience. It will not matter if you tagged or not. You receive experience when the boss is defeated.
Looks like a good idea. Waiting to see how it'll work. Obviously, for such a monster to be terrifying (to most exiles of course), it has to be a ***redacted*** ;)
ReplyDelete…Satan!?!?! :)
ReplyDeleteSounds good. and a much needed healer, mystic exp. thang!
really cool! I hope that it's nothing like "you have to be close to the "chest" to get the xp tho ;)
ReplyDeleteOn hard bosses someone misses it out nearly all the time... ;)
I hope that it's nothing like "you have to be close to the "chest"
DeleteMy goal is to avoid this. You just need to be on the same snell when the boss dies to earn the reward. It always annoyed me (as a healer) when fighters would charge off and pop chests when I was busy raising fallens — I'm working over here, and they're off collecting loot! — so I look to change that.
Sounds like a good idea.
ReplyDelete