#Sirius feedback
1 messages · Page 3 of 1
maybe the -hp could ramp up even faster like before changes? that is if there is no blight near the dps area specifically
oer on the way
i feel like that would also work thematically, sirius gathering blight from all over the arena to make that last attack
so it slowly creeps over to him
i feel like monu as a whole could benefit from special ids
True
Nah but actually
Like mobs that take more magic dmg and lless of the rest acually
Theres like barely any elem’ts
finally magehunter mobs will actually hunt mages
oh yeah that would be a VERY useful content balancing tool
for example the aforementioned elite group of mobs - they can die to a single hunter volley, but if their projectile prot is buffed that would give space to other aoe classes
that would probbaly be hard to code tho
my experience keeping a losing battle going for far too long: auroroa's thing is way too hard. i think ive seen it succed 1 out of every 8 times
i believe that the reason for this is because everybody has to contribute to succeed, and some people either cant or arent aware of what to do. before they got spread out, needing everyone to contribute was masked by volley/split arrow, but that isnt possible anymore
I think a maybe good solution could be spreading them out but having the things in clumps so that ranged aoe abilities can feel impactful
😂

Put some in reach of melee🔥
honestly its not a big ask to have a bow instead of a pickaxe for this fight
Maybe people are used to hugging tuulen so nobody shoots the stars near aurora
tuulen is nicer 🥺
Tuulen didn't kill the friend
spoilers smh
#screenshots message
real
Tuulen is a G
Aurora is that one popular girl you are forced to do the group project with
who also just got off a murder charge because of some bullshit reasoning
the popular girl would be capable of murder
tripped the quiet kid down the stairs for her own amusement the sake of the world
yknow, I wonder if Aurora's gonna join up with Calder once we beat her to the punch for Indigo
or become the real big bad and coup Calder (or maybe he becomes an Aurora simp)
my one exprience with new blight wall is that i got hit 4 times in the safe part of it and died.
i am starting to think blight wave shouldnt even be an ability because of how buggy it has been
Make it Echo Charge from Silver Construct
Blight Paradox 
anyone who can list every single way you gain back HP?
I think all these , idk about Crowded Blight tho
Breaking Star Energy, Killing Crowned and Tuulen Mobs, Killing Elites, Damaging Sirius when the core is open, reality distortion cleanse, and standing next to Aurora or Tuulen during Encroaching iirc
I think blightwave should absolutely get a second hole when sirius is above a certain amount of hp
if you're on the other side you just cant dodge it without mobility
more holes and more waves 😁
instead of it being a complete pace-changer, have it so you weave through them while doing your thing
if the holes work
Im ignoring the unintended issues when I talk here, because I assume that they are known the minute a player first encounters them
at the risk of increasing hotbar clutter, i think it would be nice if sirius advanced a pace if the number of ads on the field built past a certain threshold, that way we have some incentive to kill mobs beyond just Crowned Blight
could be interesting to maybe make mobs more powerful the further sirius gets pushed back? would give a sense of progression while making ad spawns a bigger threat that we have to actively prune despite freeing up the arena a lot more
I believe this is already being looked into!
Woot
Here is an idea
not use motion/velocity on blight wave
use relative small tp instead
it will prevent more face tank
Doesn't that still let people put their back against a wall and just eat one hit
Also if this is happening, personally I think it'd be cooler if more dangerous enemies spawned (maybe elites start spawning or maybe the blight pods spend less time incubating) instead of just hp and dmg bloat
Which i think is lame
But maybe I'm dumb! Idk!
add back fwap creepers
What.
they were these funny creepers that dropped potions that dealt % health damage
and instantly killed you
you tp through the wall
Makes sense
@ Fwap elabrate
well someone would blow one up and then like half the party would just cease to exist
Yeah
Should do true dmg maybe?
Still think it should fling you back tho
Gives you a chance to clutch maybe
I sometimes clutch with bguard
Other people can clutch with mobility or a tp ability or smth else idk
still think it should 1 shot when it gets more gaps 😁
From the stars hits on the ledges, I imagine this shouldn't be the case?
Sure but it does mean no one exists due to lingering -20% max hp damage plus high damage
that's what makes it fun
WHY CAN IT HEAL UP 40% HP WHEN A SINGLE PERSON DIES??
how tf r u supposed to enjoy public party sirius when the boss just regens all its health after a single person die
which happens all game long
should've played hiero
or guardian
or tank tenebrist
and supported your team all game long
just play mage so you dont have to rely on teammates
Player death doesn't regen that much
Honestly just that so many players can wipe from the thing that's fixed today
I was actually having a pretty good time testing new Sirius (aside from the obvious issues with blight wave not rendering properly due to janky display entities) until I went to fight in the final phase and got yanked into the ocean for no reason at the last second.
Like a Malediction Spectre had pulled me
Probably just invisible blight wave bumping you off
Probably
a bit odd that the Sirius does no damage to player below him, as he fell during From the Stars.
What I expect is getting high dmg like Crushing Weight, instead of being push away. 
I think the real deal is the mini blight wave
👍 idk is this week or not but I saw blight infection level debuff in tab now
That happened last week
DEFINITELY nerf sirius healing from death
just had a boss heal from last bar to 100% hp (thus instantly losing) in a matter of like 3 attacks
why bother making the keys public if a couple of bad players mess everything up
the fight is harder anyway because the players died, now its not difficult but borderline impossible
or at least not worth the time
also as most people saw the reality distortion + blight wave combo isnt actually fixed
so... thats fun
There is no heal on death directly
what is the healing from?
Probably healing from failing declarations
Which if players die, they can't complete it and probably cause it to fail for everyone and cause the mega heal
that sounds reasonable
anyway i think there should be a failsafe to prevent large heals like that
and make it more forgivable
it is incredibly discouraging to see you are gonna have to deal more than the damage you already dealt even
especially since sirius isnt a boss you can always dps, but the dps phases are basicallytime kept since you need to complete tasks to see the core at all
so each hp bar more means a lot of time that cannot be reduced by any means
even more especially since there are less people now
how long was the fight?
still a strong believer that sirius desperate phase should more dramatic (let him threaten to blow up the entirety of star point or something lawl)
if a party wipes in Sirius final phase the ring shard should crash
well the boss is already bringing the shard to its knees as is
Sirius’ role in his own fight is pretty passive on god fr fr
His most truly active contributions to the Fight are dropping, Infinity Beam, Companion Corruption, and From the Stars. Most of the other attacks has Sirius just sitting around twiddling his tentacle thumbs
Also his dialogue is also pretty passive
You’d think it’d have a bit more oomph or emotion charged into it but it just feels so, mildly confused? like he’s less so angry or some such and is just perplexed during the entire fight.
Like his Crowned Blight Sucess dialogue feels super mild, he just says that you killed ‘em and the stars will displeasured about it, not angry just displeased.
He seems super confused during Encroaching Blight Success, and his Impaling doom dialogue feels a bit better since he actually seems to get kinda upset about it
"Oh no whatever will I do" ahh energy
I mean he’s a star. Every star has treated events like nothing because thats what they are to them
yes but this event KILLS HIM
he DIES
He melts into slush
All the Star plans in Star point essentially go to waste if he dies
Then why can we fight him more than once 
Evil Magicks
you can make more than one meatball with the ground beef tube
Also im gonna be real andromeda didnt seem that emotional that she was dying so like
I think the heralds just dont value their lives
They just see themselves as tools
also the lack of Fight progression hits pretty hard with it mostly just being the same song and dance for the entire fight, I think the only changes in the fight are when he adds more waves to From the Stars, and Companion Corruption.
Andromeda was rotting in the depths of the ocean for decades at that point
Really my only issue with the text in sirius is the summon having the same color as drask
Also stars do seem to be able to be pretty emotionally charged considering the Vesperidys’ Dialogue
Yeah making it the Arena Log Out purple would be nice
You can make him emotionless but you can still also make it have a heavy presence
it is a tool of eldritch outsiders afterall
True
But anyways nowadays my only issues with Sirius are just how the impact of the dialogue feels off and how the fight barely has any real phased progression that change anything about the fight.
So I will say this is how I wrote the dialogue to play out
I see Sirius as an observer who only now is being forced to participate properly and who assumes his old tactics will continue to work even when on the ground
And wrote him as such
Unrelated ik but since ur here mr lore-y lore, is brown energy or something else
Notably, he’s also not a star, just a herald of them
Yes, Energy
Thought so
Also thanks
Sirius seems lack of winning animation as the progress bar reach 100%.
It's rare that he reach the tomb in public fight instead of being kicked into the ocean.
This happened yesterday and what i saw was a instant kill and fail message. That's ... boring and empty ending i think.
Some ending animation should be add, like Sirius destroy the tomb and make the whole arena blighted, all player get kill by fast blight infection?
We all get siezed by his spikes and held in the air and crushed
That will be too fast 
Sirius should watch us slowly blight to dead and mock at our fail
I strongly suspect the elites in Sirius have normal Iframes, which might be why things can happen like
"The magma cube is the first 'crown' mob attacked in a wave, yet is the last one to die"
why does impaling doom deal dmg / regen boss hp but blight wave doesnt?
Because the devs know blight wave is not there to dodged but to tank it
If you insta die when he reaches a tomb that’s a bug he’s supposed to play out him smashing the tomb while the arena is covered in blight
Are you planning to do any changes to blight wave? It feels quite awful in it's current state. It can eat up a lot of the DPS phase timer and it is close to undodgeable in combination with some attacks. Not to mention the numerous bugs like safespots still dmging you and it being invisible
Do you have a clip of it damaging you in the safe spot?
why was the blight removal thing removed
i had to find out the hard way earlier today 😔
completing tasks removes the blight effect, which imo is a better way than sitting put on a ledge
i was standing on ledge wondering why i wasnt healing and then blight wall came and one shot me
It was a very campable spot
yeah but why does bottled font exist now when theres no font
I REALIZED THAT TOO LMAO
but then why keep the ledge at all?
now its just some random spot with no reason to go to at all
I still use it to shoot out the blight thingies that fly
But I'm not the one* to ask on design intent, I just was there on week one and saw the 12 people sitting on top of the pillars every fight doing nothing
I don't have the fps to record . I get 10-20 as is .it might have been the invisible bug in that area as well
rename it to bottle
tuulen bath water..
Now that I knew everything about blight wave and how to counter it, the boss looped back around to being boring for me
Oh wait I forgot to translate this out of nip nop language
With blight wave being less threatening to me since I either go through the gaps or tank it by putting my back against a wall, the boss felt mundane
Didn't help that the run I was in had no "shoot stars" task, which is the one thing I felt pressured to contribute towards
So I just felt like I was doing not much
basically it all links back to sirius being a passive boss
ngl though blight wave is good in the sense that it actually forces you to care
a ton
sirius was lacking some big high damage attacks
True but it's still really slow and non threatening aside from when it BS'd you
I had a terrible idea where the "charging blight wave" would render the wall in, along with all the gaps
For you to get a look at it for a moment
Before the "unleashing" part
Made it shoot through super fast
Like Broodmother Dash?
Yeah
That'd be neat if the tomb had a lighting update
Ans then it can chain with other walls
Because right now I can't see even if it's the middle of the day
So it dashes, you gotta move to one area
It charges again and dashes
Move again
Could make the boss feel less slow
That or have the wall chain like 5 times at minimum and have more gaps
Crowned Blight Elites should have a little less hp and more generally threatening abilities imo
Rn they are health bloats that take a lot of time to cut down and they rarely do anything threatening
Invincibility on enderman is.... pretty lame
I'm already waiting for tasks to occur, an elite that makes me wait more contributes to the more scripted feel of the boss fight
Elites have I frames maybe
Might want to let multiple people contribute to damage against them
Enderman spawning in Crowned Blight is really unfair.
Their ability to become invincible is okay for spawning from pods, but when you are timed on their kill, it just makes it a "do you have a rogue!" guessing game.
and sometimes, the rogue cant help because they used their abils on the other elite
The magma slime elite tends to get knocked around pretty violently, very annoying on melee classes
Dunno if it's an intended thing and that maybe scouts should deal with that elite, but if it could get high amounts of knockback resistance it would hopefully not get thrown around so much
It being knocked around so much also spreads blight a lot and since they're such hp bloats it usually survives long enough to spread a decent amount of blight
But maybe that's intended, still kind of lame tho
enderman is bane of projectile and magma slime is bane of melee
idk what golem doing
Golem guy is just silly
golem and hoglin are annoying for melee because of the kb 2000000
So whats going to happend with the upper platforms now?
instant death
I'm gonna give the magma cube more KBR
do you mean negative one
I want more ocean swimming magma cuvw
cuve
cube
wtf is my hands
I do not think “simply have this class!” Is a good player side resolution to an issue
But uh it’s world boss ! And solo is like 0 elite spawn
If it's the solution that TM intended then I don't think I have a say
Or else I'll get 🐦 🐦⬛
I think world bosses are slightly more leniant but still should not rely on it as it can limit specific players participation. Especially in a fight that has 1 thing happening at a time rather than multiple at once like hek or kaul.
Agree
Eldrask is also a one at a time boss but doesnt have any attacks that limit participation on specific classes, except maybe for moving eldrask under an icicle.
No piece of content should discriminate against classes
well... scout
There's room for optimization and such, but if this boss actively counters a specific class then I'd start asking why this can happen
say I'm a Warlock main and I don't have the mobility for Blight Wave spam, what do I do?
ideally scout wouldn't have to be directed designed against, but you know...
It exists in a lot of places. Xenotopsis anti-projectile, water combat as a whole
yeah 😔
water combat is just a vanilla issue
should make moving downwards in water crit
or swimming
Recoil
I don't see that as valid imo
9 ire lockbox
you are now forcing every Warlock player to carry a Recoil crossbow, assuming any Recoil crossbow will work and not the Hekawt Epic
blight wave being an artificial and sorta strict movement speed check feels really weird
I guess you're now taxed into speed potions
at least things like stomp and gravity well had more leeway
If blightwave functioned closer to Broodmother dash, would it be better received? Telegraph before close to instant charge, but distance towards the start/sea wouldn't be as limiting
Still agree, especially with the fonts gone the arena feels... Odd
Making a skill demand movement abilities to avoid is also pretty frustrating when I play the classes that do have movement. Rather than it being a luxury of my class, I have to relegate it to specific use times and cases.
The best you can do for recoil without buying an epic (bad precedent) or a patron item (also bad precedent) is red rooster which is only QC2
(or hrimnir ball but that's also prohibitively expensive/limited acquisition)
I would also say this for "tanking" skills like bodyguard (if they exist i forget the skills of other classes)
I find myself trying to save bodyguard for when blight wave comes for the offchance I can't make it to the gap (no mobility moment!)
So bguard is always reserved selfishly and defensively instead of maybe using it to save someone else who's low
so either: get a now obscure patron item, a 1/16? season pass item, or buy an epic?
Yeah that's not a solution at all to me
i guess you could have the recoil 2 unique you get from that one questline
optional questline
If my cleric friend did this boss and kept dying to wave, and he asked me for help and my response is "get an extra item" I don't think he would get the item
Especially if he isn't a fan of that kind of item
(He actually is a fan of recoil I think but I do think that wave disproportionately hurts no mobility classes)
i feel like if the gaps ere 66% the size but mirrored on both sides it would be a lot better.
dash?
more gaps, more waves, im telling ya
instead of a mobility check, its a flow check
Is less fun than being instantly destroyed
Because if you get caught behind wave and can't get to a gap you get pushed back slowly and slowly and if it's impossible to get to the gap it's a slow painful death
And even if you do you're probably gonna be losing a bunch of hp
Did I hear final paradox?
touhou up this bitch
Defending Tuulen during Blight Wave feels pretty bad, but having a second wall appear as well feels very excessive (mobs centered in frame are from Defending Tuulen)
Also really don't think I should be teleported by this one
especially when this is the result:
either that or the particles respect elevation
Will fix this one so it respects elevation.
personally even with a slow build i manage by moving forward near to where sirius is, which gives me space to react to wherever the blight wave is - but i do agree that blight wave is near impossible if you have anything below 90% speed
even at 98% speed i can barely switch sides. i dont think the problem lies in getting to the other side, its having to abandon an active task to survive it.
Especially when that task is encroaching blight or defend tuulen where you must be in a specific location
Yeah situations like these just don't feel very fun
feels like almost everything + blight wave is horrible
distorting plus wave and now this
because attacks that shut down the arena havent been allowed to align with important things as much as this
even windspore has branches close to the mushroom to attack weak pts
Just tried a 4 man sirius and I'm pretty sure the mob spam just doesn't scale at all which is actually awful, like 30 seconds into the fight there was so many mobs we literally couldn't kill them fast enough while also attempting to complete the tasks which happened twice at once which I've also never noticed during full capped runs (had pods and glowing mobs at the same time as well as a blight wave).
The mob spam should 100% scale how many spawn to make it feel better to play with lower group counts
What task stacked?
Pods, crowned blight and I think a blightwave near the end
I don't mean like thing you need to do to take his hp down, I mean "thing that I need to do or else I'm doing to die one way or the other", and I don't believe you with the mob spam unless it scales from min -> max over the course of 4 players, or it's bugged. I didn't see a difference between 4 and 25 players
Sure pods might not account for taking sirius' health down, but it's still an objective I need to do right now or else I'm gonna be in trouble, and a blight wave spawns making me avoid that as first priority there is a 0% chance we could have done anything to pass each ability hurdle
My solo exprience (this was week one) had around half the mobs that a 25 player lobby had.
So, it likely does scale, just slowly.
If it does, it needs to be much more sloped imo, like the amount we had at 4 players would be comfortable for a group of 10 imo
I have 1 question . why are elites strongewr than the core ?
likely because you have a time limit on the core and only the core originally, but now you have a time limit on elites too, so idk.
why are the elites so hard to hit 😔
because they have negative KBR and fly around like crazy
i dont notice it on the golem, but eman and slime def need some
eman sometimes gets knocked upwards, slime gets knocked EVERYWHERE
can blight wave be made so it doesnt eat half the end timer randomly
it sometimes even eats up 2/3 of it
Alternatively, it's fine with more holes
so i was lagging out in sirius and got killed so i went to the top of the Arena and I noticed just being near the boss lags me out
and when i go back my ping gos back to normal
does anyone know how to fix this
some days its just like this and some days its normal
Where is that?
thanks i will try that
Finally gonna write all of my feedback I've thought about so far, big test post time (I was intending this to be another whole thread but I realized I probably shouldn't split the discussion, so excuse any weird phrasing/organization)
In writing this feedback I think it’s important to first establish that Monumenta has incredible world bosses - Kaul, Eldrask, and Hekawt are all very well designed, fair, and fun boss fights (even if the first is showing its age a little). They are all the pinnacle of their respective regions in terms of ability design and presentation, and present a great “hard to learn, but easy when mastered” design that meshes well with the core of Monumenta’s gameplay.
With the established precedent of how the world bosses are, and the generally raised bar of R3 content as a whole, Sirius had some impossibly high expectations to meet, and that’s partially the community’s fault for the negativity. That being said, having fought him relatively consistently for the past few weeks, I think I've come to realize why I do not like this boss.
What I do like:
The Starblight mechanic is great - it provides a non-lethal but still very dangerous deterrent to letting pods hatch and requires constant diligence to avoid the creation of an ocean of starblight, separating islands of safe zones, and further awareness and risk assessment to figure out when and how to cross said ocean. I think the change to make the cleansing tied to winning declarations/killing mobs was a huge improvement, and the blighted ground is genuinely a fun part of the bossfight to deal with.
In addition, attacks that play with the starblight as their primary threat source are also great. Blight Bombs are awesome, I think a lot of the elites and their unique ways of spreading blight is great, and encroaching blight is a cool attack, although I do think that casting it at the start of every fight is a bit of a weird time waster - when it appears in ability rotation, I think it’s nice
I know some people dislike Aurora’s stardust collection task, but I think it’s cool - it does have a bit too tight of a timer for large groups (or people need to start stocking a screwdriver for this fight), and it does seem to fail more often than not due to that, but it is very satisfying to shoot things down or blow them up with class abilities.
Blightwave is fun, actually, and I think conceptually it adds a lot to the fight, and is now a pretty fair attack… as long as it doesn’t get cast alongside specific other tasks (it’s such a big disruptor that it basically is a 100% guaranteed fail of Aurora’s stardust task, infected pod clearing, any of the “core open” states, and usually also fails Tuulen’s “defend me” stage unless everyone is already there). I would honestly like to see it be something more like a phase change attack when he reaches 25% where sirius sends out a series of 4-5 blight waves in succession, so it’d encourage less tanking through and more engaging with the mechanic, and also wouldn’t mess with other tasks as much.
I’ve come around to Sirius’ mentality of “winning the war, not the fight”; needing to take calculated losses is kind of cool, like almost killing yourself trying to core dps Sirius as a blight wave is casted, or letting pods hatch because it’s more important to focus on the immediate task at hand. I think it’s still a bit annoying you can’t succeed at doing everything even if you know exactly what to do just because of bad RNG, but accepting this mentality has helped me a lot.
What I don’t like:
I think that the healing/ground gaining/losing mechanic, while cool in concept, ends up leading contributing massively to Sirius’ primary issue of being a very RNG-dependent and swing-y fight. He’s extremely easy if you get 4-5 back to back “easy” tasks (Impaling Doom, Encroaching Blight, Defend Tuulen, and especially Core Open Symbol of Infinity), often dying without any risk at all, but if you get even 1 bad combo of blightwave + something or can’t succeed on a task, he heals so much that the momentum of the fight is basically all lost, and it’s extremely easy to death spiral from there. It’s not necessarily that fun stomping Sirius into the dirt with a couple easy cycles, but it’s extremely aggravating seeing all your progress be lost due to factors almost entirely outside of your or your party’s control.
I don’t know how much about the fight would need to be changed to get rid of the mechanic entirely, but at the very least, making effective tasks damage Sirius less and failed tasks heal him for much less would average out the time taken to fight Sirius to a more reasonable amount/make it much less make-or-break on a single failed task.
I think that the change to add elites to the Starlight Bearer attack (I forget the exact name), while it makes sense as a way of shoring up the difficulty of that attack, fails to take into account how difficult it is to actually kill said elites within the allotted time frame - The Enderman literally goes invulnerable for half the time it's alive (and then loses its colored glowing immediately, so you can’t even tell where it is or if it’s part of the attack), the Magma Cube bounces around so much as to be almost impossible to hit for any melee class (especially in a group, where multiple sources of knockback can launch him halfway across the arena) - only the Iron Golem feels like a fair elite to include in the attack, as he doesn’t have the same issues of being unreasonable to kill in a short timeframe. I’d recommend either making new mobs entirely for this attack (higher health mobs, with some threat, but they don’t have mechanics that make them harder to kill), or adding some other threat present during its duration.
Good god this fight is laggy - Aurora’s beam especially, since it has so many particles that it slows my otherwise great computer to a crawl when it’s cast, but Impaling Doom, Blightwave, and Sirius himself rely on a lot of block entities and rendering all of those at once (since all those attacks can stack) really takes a hit to performance. I normally am pretty lenient on lag for bosses (it’s gonna lag, there’s 25 people in a single place), but a lot of Sirius’ lag causers could probably be reasonably trimmed down without much impact to aesthetics or readability.
Overall, I do think the departures Sirius took from the ‘standard’ Monumenta bossfight template didn’t necessarily work in its favor - Vesperidys feels much more akin to an R3-ified version of Hekawt or Kaul, and I think he shines as one of the best bosses we’ve seen so far because of that. But I respect the effort in branching out and trying a new system, I think there’s just more that needs to be worked out to make the fight enjoyable and not so RNG-dependent instead of skill-dependent like the others are.
i agree with every single part of this
gonna siriusmaxx
Turning blight wave from a random cast that can completely screw up any other active task into a 25% and maybe a 5% repeated cast phase change similar to the first boss in final paradox's phase changes would remove any frustration with it imo. Could also add some fun dialogue while it's being cast to add more depth and character to Sirius
Great feedback overall, agree with all of it
Good idea, but then maybe it could be unleashed faster than it currently is, like broodmother dash
Having the fight go into the scripted 5 blight waves in a row might feel like a slog if they all do it at the speed they're currently at, especially since this was suggested to happen on their own
With no tasks being interrupted
tasks?
The charging blight wave could have a telegraph of the wave and where the gaps will be, then the unleash part will be like sneedmother dash, then it rinses and repeats so you're just moving around to the next spot
like crewmates do?
amogus?
Yeah for sure they could be much faster if it was a dedicated "time to dodge" phase
Yeah
Tho perchance it becomes another distorting reality where it's just a speed gear/mobility check
That would make it much more like the 2nd final paradox boss' interphase ability, I definitely think it could be faster, but I'm not sure instant dash if you're not in the place you get yoinked is good, especially with a lot of people I think it would be better if it was at a healthy pace, enough for people to run to it if they're close to the gap
Fun fact the attacks against sirius are already as low as they can be (1; 2 in the case of npcs) and heals are 5. (Sirius starts at 20, max of 40 where you lose.)
However the numbers have a multiplier that increases by .5 each 1.5mins and the result is floored if I remember.
0 - 1.5 (1): 1/2 5
1.5 - 3 (1.5): 1/3 7
3 - 4.5 (2): 2/4 10
4.5 - 6 (2.5): 2/5 12
6 - 7.5 (3): 3/6 15
So sirius kind of has an enrage timer.
There's also the passive attack against sirius that is by killing normal mobs and elites.
Yeah instant dash might not be the best but it being a lot faster would be good, just used broodmother as an example since it's the only thing I can remember
oh weird
idk I mean the real solution is just bring vesp out of zenith and make him the worldboss
Also idk if this is a self report or not but
that'd be so cool
Blight wave was recently changed into it being a "solid wall" supposedly to stop tstep from going through???
But i can bodyguard through it just fine
I would also be dying to it like 2x as much if I couldn't bodkin through it lol
But if it was it's own dedicated interphase ability it would be much less awful to get caught out by it because I was trying to do something else on the other side of the arena
Fun fact. Letting pods break isn't just a lose lose. Elites count towards 5 for the passive mob kill task.
wtf is the passive mob kill task
why are none of these mechanics explained
why have I been able to fight sirius 20-30 times and never have heard of this
There is a passive mob kill task that every 20*(# of players) mobs killed sirius takes 1*mult damage. (elites count as 5 mobs)
That is why Qween mentions killing blight weaking him or wtv. (I'm pretty sure about this, but I forget to check when I play.)
"Great work adventurers, it seems like all of the blight you have destroyed has injured him." If tuulen says this randomly w/o any tasks happening then the passive task was done I'm pretty sure.
I say this but I can't find it in the code again. Nvm found
Maybe that's why Sirius fights where I just killed random mobs for fun went better than ones where I afk...
this was not the goal the goal was to stop it sometimes randomly going invisible not to stop tstep and body guard
The goal of the passive kill is to allow for a slight incentive for killing mobs
Also when pods hatch the elites should take the % health the pod lost to 50% of their hp or smth.
(I dug through the code a little bit. But code is also out dated so take what I say with some salt or however that goes.)
this is still true helps give a reason to pump damage in even if you dont kill it.
so it worked for like 2 days and now im back to lagging out
its just block entities brood and vaps lag me out
and sirius too
what i don't get is why is it completely random
some days its all good and some days i just can't play
is there anything else that i can try
vaps has 0 block entities
Try uh less particles
Vesp is armor stand heads for the ability you are thinking of
Sirius lag me out ever since its release
Block entities seem to do that in large numbers
Like sirius's blight changing half of arena has occured me enough latency unplayable entire fight, even harder after added blight wave
the attacks that lag me out are vasp meteors brood Venom spray tantrum and star fall from sirius
and wave ofo
o AND star strom from vasp
weird
its also entirely random
someone who knows how networks work would probably clarify but
one day its fine other day its 3000 ping time
Brood dash is also very laggy for me
Just freezes for a second or two when the dash goes off
I dislike blight wave cuz I can never find the hole in the wall and when I do he always spawns another one I fail at 😭
it feels like I'm the only one dying to it
I did think if there's only a single hole at any given time, should the two giant glass panes on either side of it be cyan/blue instead of light blue so it's slightly easier to see at a glance where the hole is
Blight Wave does seem rather punishing with placement of holes in relation to the wall; on my first successful run of New Sirius™️, I had a blight wall spawn with a gap I couldn't see at first, and had to run across 3/4ths of the arena just to find it and fit through it. I only managed it because I was swordsage with Wind Walk, but since you're generally incentivised to stay near either Tuulen or Aurora (Sirius has blight behind him, you can't hurt Sirius directly 95% of the time, Tuulen and Aurora are immune to the very quick encroaching blight) it can make it really difficult if the wall spawns far from you because you have a very limited amount of time before the wall crushes you
I'd say either telegraph the hole better or make the holes symmetrical, so if a hole spawns on the far side of the arena, you'd only ever have half the arena to cross at most
Maybe Symmetrical hole, but smaller in exchange - less to run but faster reaction needed
dont think this should be able to happen
In general the magma cube elite jumps around too much but it's probably fixed for next week i dont know
Magma cube lagged so hard it didn't want to live anymore
i saw it jumping on sirius and we couldnt reach it once
hmmm i can fix it for next week probably
Can we just make it so magma elite doesnt run
Make the magma cube ride a silverfish instead so it doesn't jump
i think the invincibility for the enderman does not fit a time gate to kill it . 4k hp and invincibility doesnt seem right to me .
defend tuulen also seems to scale very conservatively with players
whether you have 3 players or 30 it feels like the amount of mobs are the same
and when theres less players it feels like an rng check whether you can respond to her fast enough
so true if you don't have 2 or more scouts its over for you
Wondering why this message popped up sometime even i fail the tasks in solo.
I deliberately did nothing and failed the encroaching blight at the beginning. And it popped up.
Passive mob kill task probably.
uhhhh, i didn't kill any mobs at the beginning and it appear after the encroaching blight.
- Server IP : server.playmonumenta.com
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That make me a little confused as it also a tip message of passive mob kill task.
Yeah in solo I could not reach her without cry havoc
Chat how did we fail tuulen
there are no mobs near her..
there is an arrow flying towards her though.
also 😭
really think the Elite hp has to be reduced significantly. ever since Elites were added to the attack that spawns a bunch of mobs you have to kill in time, the Elites have caused the players to fail far more often than they actually succeed due to their massive HP.
Whenever that attack starts being casted, i already get frustrated because i know the boss will heal, and when the players do actually succeed its more of a "welcome surprise"
Personally I think the elites are fine, but it's all the other mobs that cause a problem, since they draw focus away.
If Crowned Blight spawned a few more elites but didn't scatter a bunch of one-hit-death mobs around as well, I feel like it'd act more as a challenge for wearing them down; instead of the team getting distracted by a bunch of weak adds acting as essentially a way of gating how much time you'll have to DPS the one to two elites that spawn.
The elites are absurdly healthy even as a rogue tbh, feels like I'm wailing on eldrask or something, but it actually fights back if I stay too close for too long
It's not even a 'Elites because Rogue kills elites :)' it's something I've proposed in the past where crowned blight are greater threats in themselves but fewer in number
I mean, they've got special crowns of starlight yet are no different from normal mobs?
Having them be tough mobs makes them stand out and gives the crowns more lore significance through granting them their strength
It's no longer 'Oneshot 24 mobs and whittle down the health of the last one in time' it's 'There are four extremely strong mobs that you need to work together to kill in time'
The clown blight elites are a problem
Oh I get it
We know that they're hard, so half of us actually fight it right at the beginning
They still survive
The 4 elites 2 cardinals 40 mobs in ex reverie 40pts are a non issue
But the 2 health bloat elites are
Typical treads of the hungerer user
Does the slime still take knockback
The elites feel worse to fight the more people are attacking it ngl
That was because of the slime one flying around from kb and the enderman one bugging as it turned invincible and got knocked upwards
Does its kill aura thing affect everyone near it or just the person that it's aggro'd on
Because trying to crit it with its kill aura seems pretty awful
Sometimes it feels like Melee is overlooked accidently at first for some things
In Sirius, your best move as melee is to be a shitter and kill ads sometimes
Can't you crit down the dumb pods too
And the dumb bombs too
And the dumb boss too (nopped for negativity) but that's only if you're rogue or anything with burst mobility to actually reach the exposed core in tjme before 10 redditor strikes or a Malheur reach assassin one shots it
Pods are pretty hefty but yeah
I can contribute to core Damage but pstrike is clearly the best option
But it just got nerfed!!
Oh good
in publics they arent fine . it can be literal rng whether you kill them
it is rng which ones spawn
They've always been killed in publics I've attended, so that's probably causing a bias.
I’ve observed Elite kill rate and Rogue Attendance rates being nearly identical
Especially with the decrease in Hunter popularity in the fight due to Predator Strike removal
Even though it still works for the time being (unless it was a hotfix)
Elite fatness contributes to the feeling that the fight heavily favors Rogues and Scouts over the other 5
this is just cap ngl
That does sound like cap considering predator strike still is definitely a thing
But a good observation that any time you do need to deal meaningful damage in sirius, it's always a burst DPS race (blight bombs, pods, core exposed, elites) and that heavily favors certain classes over others
When the dps check favors dps
That's just by nature of all tasks that require killing also coming with a timer for failing it, other than protect tuulen, which is vaguely also a timer by way of it being a durational attack
No other boss has a timer on killing something, other than maybe hekawt with it's phylactery, but that's also an adaptive timer based on how quickly you take hekawt's health bar down
There’s dps goals rather than objectives in other world bosses
You don’t HAVE to kill all the elementals before they rise, however there are benefits beyond “they are dead sooner”
Horsemen causing more chaos and deaths because they aren’t addressed with strong enough offense also comes to mind
pub lfgs/content suffers from when there is an overuse of non-dps, painful for those classes
It's almost never suboptimal to have multiple rogues and scouts (only mildly annoying to lose the vc race but not collectively suboptimal)
No wonder rogue and scout are the most popular classes
When the fight is scripted with timed objectives, it makes sense that dps heavy options are more common
since the penalty for not being a damaging class is harsher than other bosses
Well there's also Hekawt's final phase, where you're timed on killing crystals - since you need to finish it before your soul is destroyed.
I don’t really mind elites being tanky but like why can the enderman become invincible and the slime flies away every hit
Just makes it very frustrating to fight under a time constraint
Slime needs antikb and the enderman elite needs the invuln thing removed
also the tick damage that prevents you from critting
does the HP on the Elites scale with players?
if not, idk how i'll ever get the Solo advancement with Mage without getting lucky enough for the crowned blight attack to never occur
it do
solo sirius is like 5x easier
i tried it once during week 1 with my free key but got owned by beams at the end
it is a lot more forgiving and u actually get 0 elites from crowned
Shame, that was the easiest point 
rogue speech bubble
Not even Rogue, pre-buff Sirius was a pushover
Easy cleansing, no blight wave, basically zero healing
No the blight beams were actually BS
it is the exact same now . just have annoying wall there
idk my winrate has dropped from 90% to 30% since the buff
seems like its not just localized to sirius now
The writing truly is on the wall
James Robert why are you being coy and risking a permamute
Actually unlike nipnop, who thought his views and perspectives were "well known" ( 🤭 ) , the dislikes of this world boss are actually well known and have been repeated for like the past 2 weeks
So ig everything that can be said has been said and we can only hope for change 
It's a busy time for the dev currently, so it's just going to take time for things to happen
Anyone who mentioned hate on sirius will now be banned
30d-90d depending on how far they went
everyone left alive after the ban wave will obtain the Rock of Feedback
Sirius Pet Rock
Architects Ring : Legacy
A small chunk of Sirius, the Final Herald. While others saw fit to blame Aurora for his empowered state, you fought him back without hesitation.
Awarded for not criticising Sirius in the #1022346855444656189 channel of the Monumenta Discord
real talk, sirius just needs another passive activity to do
outside killing mobs
or some passive threats
passive blight beams
i think it's pretty jarring how there's a solid 5-10 seconds where quite literally nothing happens after sirius does its entrance
death laser esque
since you cant hit the boss directly, you just stand there and wait for encroaching blight to start
😂 if true
probably not
but i think its to make it a bit more cinematic
especially since first attack is the most strict one
passive unique minibosses would be cool honestly
like twisted classes
but blighted instead
doesnt really end up working out that way/to the effect it was going for (if any)
instead it's just awkward
well yeah but the wait is definitely half lag
if it is then
and im not sure what you could pull off witj a giant rock
sad kitteh
The initial slam falling doing a shockwave like From the Stars but maybe a little faster could be neat to give the players something to do
i wish attacks were as snappy as like a15 vesp casts, and that there were more than 3 of them
In terms of giving Sirius more things to do: ^
in a group that might be too messy tho
Let him use his tentacles more and let players actually feel like they're attacking him
I mean, he's sweeping at us with them, that part of him is exposed and could be attacked
ngl compared to hekawt which is the boss closest to sirius
he lacks a couple things
namely, something akin to the horseman summons
and a pressure, high importance move
which hekawt has two
desecrate, and the crystal one
actually in general most of hekawts attacks are quick, and deadly
take gravity well which is an area denial tool
compared to encroaching blight
the pressure is there but not to the same extent
Well a lot of hekawts area denial stuff is good and not overly oppressive because the arena is pretty big
Sirius arena is very "different"
true but he just lacks moves to really pressure the same way
not to say i dont like the starblight mechanic
Half of it is unusable for most of the fight, and a bunch is just walls
but like starblight should be genuinely punishing, losing max hp should be a big thing
Starblight was punishing enough before the nerf
and it just feels weaker when its used as an area denial tech
It's in a good spot now
what im saying is, starblight from blocks should be moved over to the harder hitting moves, and be made genuinely difficult to get off accordingly
max hp reduction is a good way of making a move punishing without being unfair
It would be more threatening if Sirius' attacks actually attacked your max HP too
Like Impaling Doom, From The Stars and his melee
ngl even then his moves lack the quickness and urgency of other bosses
eldrask is a literal dance on your feet, one second off and you are gone
kaul is a bit slower than sirius, but hes r1 where we lack every tool and mobility function
and hekawt has some genuine tension and adrenaline to build as well
not to say sirius isnt good, but its pretty close to a really nice state
like the fight itself is a good take, and post rework only lacks some smaller elements/details
Sirius does kind of feel like a slow inevitability kind of boss, which can be a good fight, but needs a bit more of that player immediate impact to punch it up a bit
essentially what I can narrow down the main problems to would be:
- lack of passive tasks to do outside mob killing
- lack of pressure and tension in attacks to really force the players into quick, decisive action
there's more than a few bosses in wow built around being just long slugfests to beat an enrage timer, but those also have something hefty/threatening alongside it
The concept of tasks works, however the boss feels very samey and generic when a lot of those tasks are extensions of the existing gimmick of clearing out fodder mobs
the only two tasks that don't involve "no but kill THESE enemies" are shooting the stars and distorting
honestly never played wow so cant relate too well, but honestly the r2 worldbosses are great models to go off of in this case
stars is good, distorting is not
like in essence, hekawt is a pretty close brother to sirius and provides a good idea of what isnt being done and what should be done
i mean the problems arent exactly pace related, rather just general threat and task related
well, on the whole "only some tasks aren't kill thing", that's the same in hekawt
what all tasks in hekawt aren't a twist on kill thing?
i think its less this and more in hekawt you always had a variety of active things to pursue
Hekawt doesn't hinge on tasks to kill him so I'm not sure if it's applicable
it's kind of natural in our minecraft game design where you have to kill thing, and the other choices are... limited
the only requirement is killing Phylactery
like you could shoot down the crystals, go into and kill phylactery, damage hekawt, kill summons
and the rest you can just try and speedrun past it
the timing on summons with Hekawt's murder related engagements are also not scripted 1 by 1 interactions
in sirius its kill summons all the time, and occasionally it opens up another task like damage sirius, or deal with more summons/stardust
Phyl is an ongoing encounter, Horses spawn at different thresholds and are not required to kill to win
honestly this actually might be it, hekawt's engagements are organic and unplanned/unscripted versus sirius
sirius, boiled down skill wise (forgive me if i miss a few, busy weeks), are general add kills, kill these specifics of the add pool, kill these eggs or kill the elites that spawn from them, dodge these spikes, dodge this TP, dodge this blighted ground, slap boss, dodge this wave
and kill skybois
The summons and attacks from hekawt aren't a hard timer and do not contribute to making the boss feel extremely scripted
fair, cant boil down the issue to one thing
Hekawt's fight is a brawl start to finish with differing elements throughout, Sirius is "do this task when I say, there is nothing random or organic about this, do it now"
I do like tasks
but too many of them are killing fodder mobs
i love tasks
very direct way of actually doing stuff
after all the tweaks the fight feels quite fair as well
Crowned Blight is literally just the regular fodder clear but the mobs glow blue and a couple elites are forced to spawn
That's because of the different style there, which is fair to dislike, but it's difference between "do tasks to avoid death while also trying to beat em up" vs. "do tasks to progress the boss while trying to avoid death to other tasks or passive environment issues"
the boss focused kill vs. the "scripted" style design
ngl best part of sirius for me is when hes gained a ton of ground/ a ton of pressure is applied
It's "you should do this for a better fight" instead of something that feels handholdy and just backseating the player levels of "you should do this"
and with the max health games, the faster damage based kill vs. the slower outlast style kill
the "while trying to avoid..." part of that statement doesn't really happen in Sirius because the entire fight is one at a time engagements
the best part of sirius for me is how obvious thing are
you just do the thing sirius says to do
i love the feeling of fightign an uphill battle
very direct
the only continuous threat is the basic fodder mobs which I find myself having to peel away from to contribute to the tasks
which is... odd
not really direct suggestions or anything, but sirius is at his best when its a survival type situation where the entire outlast thing can prosper
like when it feels like you are fighting the actual uphill battle
compared to other bosses, i always know what is happening in sirius
and it took no time at all to learn, which is a plus
there's a few very notable things that run somewhat passively, no? i haven't played it in a few weeks
encroaching blight, and the infamous wall o death
fwiw the only attack that happens alongside other interactions is Blight Wave
you can usually still finish tasks before blight wave is a problem
everything else sometimes happens to linger into the next skill
gotcha gotcha
i mean wall of blight is supposed to be sirius' "volcanic demise" or "avalanche" or "crystal thing in hekawt"
right
no idea
I personally wouldn't want Blight Wave to be the staple ability
generally out of the loop on the design on this one, spent the entire testing phase of this building a task bot
i mean to be fair, theres not much else to be a staple ability
the only ability close to Staple is From The Stars which is an underwhelming ability
for me the gameplay of "simon says" feels... very offputting
Tbf blight wave wasn't even part of the original kit so I doubt it can be considered sirius's killer ability
Although it has become a big player killer just through continued bugs and its design choices alone
blight wave is ez peasy now
It feels to me like power behind the tomb is the big "staple" ability, but now that blight ground is way less dangerous, it kinda just feels like filler or a time waste just to get any health you might have accidentally lost back
i really just wish it would telegraph how many there are
gotta say though i like the details in sirius
ngl i wish other bosses had things like sirius falling and killing players
I think overall sirius has some good parts but the whole pace being solely controlled by what RNG rolls for him to do is a bit meh
I wish it was like that personally
There just needs to be some monke primal urge to beat some colossal hp bar thing to death that doesn't exist in the fight really, mobs that die in 1 hit and come a dozen at a time are not fun to kill after a while
its an endurance challenge
that's the kind of thing here, is that it's a very differently designed boss fight from pretty much all we've released
I often notice the dry periods where either sirius hasn't casted anything for 5 seconds or does something lame like encroaching or impaling where you do nothing but move slightly
you aren't going to speed the boss up by dealing silly amounts of dps, you beat the boss through dependable completion of challenges and avoiding too much loss of health in case of surprise attacks
i wish the boss would insta kill people without bows
gather stardust is the only thing that i think has a >50% fail rate
well, perhaps not
The starblight mechanic could for sure be a solution here, but the problem is its too easy to cleanse ngl
starblight should stick and perform the function of a endurance test
yeah with how easy it is to cleanse i kinda wouldnt mind it being more punishing
would give more purpose to any in between attacks phases too since you can cleanse by doing passive clean up
honestly though the problem with making starblight more punishing is that it tends to affect the melees way harder than any other class
melee already is the weakest playstyle in sirius
that's most of the problem with the given situation, it's going to harm high ping and melee users more, and if something with those groups harmed was built in, we'd get feedback right back the other way on it
just shooting ideas, but what if starblighted blocks just were a constant damage situation, rather than an max hp loss
and max hp loss was shifted to attacks
we can't depend on a specific amount of responsiveness in our stuff too often
fair
it's all a game of hitting a balance on that even if that's not really balance in the term we typically use it as, but also there's just no avoiding some level of feedback on it
just gotta try and hurt people with stuff just enough
but like if you did shift the starblight hp reduction to attacks and added a new punishment to starblight blocks like anti heal or such, theres a lot more freedom to act and punish
theres gotta be some solutions
Always is a solution to things, but it's just a question of preference on solution and time to make it
fair, at the end of the day its a sacrifice between changing old content and making new content
i think some of the complaints about sirius being slow comes from a community of people who like difficult and learning based bosses. While i personally agree that those are more fun, having one or two that doesnt require 10 deaths to understand is not a problem.
A way to support the feeling of urgency, how about add more difficult tasks that are accessible later on in the fight that can sway the battle more?
and while i have no idea on future release schedules, there's almost certainly going to be more bosses to come with future stuff, so there will be more things that come up
alongside the existing boss content of godspore and skt
like how about a task where a miniboss style enemy shows up and wrecks house for maybe 30-60s and, depending on team performance, the progress made/lost could be significantly more relative to other tasks
this miniboss could have multiple combo style abilities that pressure the team and demand positioning with respect to it alongside the other existing area denial features of the boss
feel like having that kind of thing take priority by being more powerful in the impacts would pretty much just turn it into doing that one thing and ignoring other thingies
additionally said miniboss could have a weakpoint style damage system to prevent its own erasure in seconds but also work a damage requirement into the weakpoint feature so that banking on 1 burst hit like PStrike won't invalidate said weakpoint feature
this would sit in the rotation like other tasks, so doing this would mean ignoring all other tasks when they appear
don't tasks generally not overlap?
but it would only appear in the rotation after a certain number of tasks have occured
yes
so it wouldn't mean ignoring things
correct
Besides the actual declarations there are still a ton of things sirius can force you to do instead of focusing said miniboss though
which means those other things aren't made as "good" at moving the chains back, giving even less reason to focus on that
it wouldn't act as its own occurence, it would simply be another task but the importance of that task is greater as it is introduced later in the fight
Like bombs/pods/from the stars/blight wave
this would contribute to escalation of the fight
you are not understanding, this new idea would be in the rotation, meaning it would appear one at a time like other tasks
so there wouldn't be a situation where you ignore lesser tasks because the tasks are all one at a time
i am, but the 6 people who will sit there and wait for that boss task will pretty much solely do that thing and just wait for it
similar to eyeballs task where half the room ignores it and 2-3 people make that their one and only life goal
well yeah I guess, that's a problem with tasks as a whole rather than this idea
would offer something to rogues, but there's already "slap boss" for that and it's got the same weights
ideally, it would demand more than a few player's attention due to it being a more important and escalating task
Star energy task has its flaws that do discourage people from contributing tbf
it's good that tasks have some level of niches personally, just don't quite like the idea of making the melee dps stacker niche have stronger priority over the others
Also ideally this miniboss would function as an actual miniboss threat, so if you ignore it you can suffer the consequences, kinda like ignoring Horsemen in Hekawt and then they clothsline you at a random point and you die
i know i basically just hold a doorframe for 75% of the fight, but i do that to chip in my part while scouts shoot things and melee people go whack boss without the impediment of adds
- Certain players have the capability to wipe out a ton of them at once: not necessarily a bad thing, but the existence makes players rely on them to do the job for them rather than contributing themselves
- Focus fire is discouraged: if you are contributing, and you shoot the same energy as someone else, you just completely wasted your shot and the time it took you to draw back your bow/crossbow/trident
I propose it as one example of many that could be made, my idea as a whole would be making tasks that appear later in the fight to give the sense of escalation rather than a consistently mediocre slugfest
could just boost the scaling on the existing tasks, both in difficulty and reward for that
Crowned Blight at 5% and 50% are the same threat level, this I see as a problem
as a soft enrage, so 10/12/14/16/18/20 percent over time with an increasing difficulty on each
well you could but it wouldn't feel great unless mechanical changes are introduced
could even hard enrage afterwards to time the fight a bit, but idk on that
because almost every task would have basic scaling to demand more damage or more ad clear rather than a new challenge for the team
scaling can be more than just number on a health bar for most of it
that's what I hope for
Adding scaling to new abilities and increasing scaling on existing ones wouldn't really be a good idea; it'd make the fight even more of a purgatory as the more you progress, the more likely it is you have your progress undone
New abilities popping up would be a better approach imo and would help break the monotony of the boss
mechanical changes would be more organically introduced with unique tasks rather than tweaking existing ones imo
that's the trick of it though, it's not meant as something to force fast play, but more to add a soft enrage to the content, making it harder as it goes so you are incentivized to do better earlier
new abilities are always going to be shinier, but take more dev time to build and then redesign in the boss to add them
more talking in the realm of more bite sized things that could be done to effect the difficulty/risk in the fight than just making new stuff for the released boss
I think it's worth doing for what is our first and only r3 world boss
We should give it all we've got
think we'd be better making adjustments and keeping the design of this one vs. trying to rewrite it post release to meet a new form
there's certainly more bosses to come as we go
my sirius issues lie in the fact that its kinda just a boring boss and has no tension the other world bosses have. there are no big abilities that can kill easy that spark tension (i was gonna list examples but in general the other bosses just have plenty of abilities like this). Lack of engagement with the boss also doesnt make it feel like a boss more like an "enhanced RoD." It just feels like sitting around casting your aoe abilities and running to places. Another issue with me is there is a lack of "dodging" any attack you can avoid is more just running to another area because all of them are just safe areas or just "run." I wanna see more big scary abilities and engagment with the boss overall, but that sounds like a rework more then tweaks, but im open to that
I can definitely attest to the "just running around" part
Boss already has a semi-hard enrage.
After ~21mins any task failure is a complete loss if I remember right.
Nvm I forgot to double a value 🥴 (10.5 -> 21)
ngl deaths just randomly causing the boss to heal half its hp is not the best design either for a public boss
well more as a curve towards, that's a pretty hard wall for enrage, which for 21 minutes in is fair
honestly the current boss paced up could serve as a pretty good phase one to a killer phase two when hes tossed into the ocean...
Tho at 10.5mins a loss fills half (22/40) the boss bar.
(For anyone curious. Every task that you can fail is a +5 to boss bar with a multiplier that increases by .5 starting at 1 every 1.5mins. Each success is a -1 (-2 for aurora/tuulen) with the same multiplier. Both (+/-) are floored if I remember.)
i was really expecting him to phase and like come out of the rock and he just... stayed as a boring rock
Sirius having a phase 1 in the rock and a phase 2 once the rock cracks would be pretty sick
its what i was expecting and seems like a doable add-on
cuz reworking the current boss honestly isnt what i want to happen cuz its alright its just underwhelming
but it could serve as a good build up to a second phase
agree with this, the blighted arena doesn't effectively convey any sense of urgency, the overall feeling of the fight is constant throughout and it causes the fight to feel very samey, with an abrupt change to a dps phase which feels like a quickly dashed on addition to give the fight some sort of conclusion
given most of the feedback in the thread, I'm not convinced that trying to keep the tone of the boss with it's current skills would be as well received rather than addressing the core issues of the boss with significant changes. It is unfortunate that a significant rework would ask for significant dev time and overwrite existing work done for the boss, but if the core design of the boss and the way it attempts to interact with players (80% mob spam, 15% tasks that aren't directly mob killing, 5% actual boss dps) is not generally liked, it may be best to cut the losses here and redesign the content
as much as one may want it remade into a new boss, i don't think it's a reasonable ask to make and then want change any time within like 3-4 months minimum, not even counting for developer motivation for the person who spent months building what exists to rebuild an entire new thing to a vision they didn't make
The Person?
Was mostly solo developed as far as i'm aware
Sirius was Solo Developed?
Huh
a lot of things are in TM
with proposals n talks throughout the process, plus group testing, but group development on a plugin task is... rare
Do other devs provide input on content design and QA then?
Huh, that’s unexpected. Genuinely thought most things were done with the combined efforts of most of the dev team. The more you know I guess.
Along the way, but the core design of things is typically up to whomever is doing the work. Beta testing is a big feedback tool, as well as alpha testing (testing while in dev)
A lot of people have things going on, but builds are the main thing that has a large team approach, but that's also fairly new and led due to burnout issues in the past with solo dev
So like the main developer for a piece of content has executive rule over the core design of a piece of content, so any major changes to large aspects of the content would be primarily up to only them?
Not necessarily executive, as there's obviously some level of feedback loop to work with, but it largely flows through the main dev for plugin things since, well, they're doing the work
Hmm aight, thanks for the info
Give sirius a random mob spawn() every wave of adds for some more shenigantry 🤫🧏♂️
A singular mob
Sirius fans when the Colossal Ghasts and Harbingers of Fatigue start showing up
Would make it less snoozy still ngl
With the power of stars he channels a ..
imagine he summons himself (or any other world boss) 
Imagine he didn't heal half his hp if a player died. Making a boss that you can't speed up even slower
Honestly though a boss that summons another boss but as a mini version would be really cool. Imagine he summons Kaul as an elite who can do earthen wrath, summon lightning, and volcanic demise, or an elite Eldrask that does shatter and greatsword slam.
Oh yeah, come get some winning fast, losing slow
Crowned Blight is the move that Sirius most often heals on right?
that or impaling doom (the one where someone dies and he heals)
I thought it was star energy or have people gotten better?
I dunno, Sirius is still closed iirc
Also most of the time Star Energy is completed
Gonna necro this to bring up the most recent fights I've had to go through against Sirius. MAN have they gotten exhausting. The problems have boiled down to large swathes of rng that feel pretty largely out of your control based on the nature of unpredictable spells and combos. To give a few recent examples:
-Wave + tuulen event + safe spot being near aurora causing an instafail on tuulen
-Tuulen event spawning with reds so close to her that the event fails within 2 seconds of people being able to react
-Crowned blight spawning 2 slime elites, even with the whole server trying to dps them down the timer fails
-Multiple instances of wave + encroaching leading everyone who picked the wrong safe spot (or in some cases, the safe spot being middle) to have to constantly run through blight
-Aurora rng (less egregious/important than the others but uhggghhh I don't like the aurora event with how stingy the star pickups can be to get)
It's led to a lot of fights even with competent people who know what they're doing to take upwards of 5 or even 10 minutes to do nowadays. If there's anything actionable I personally would like to see or at least recommend:
-Make wave less independent of other spells. Good spell combos are fine and make for an interesting fight (like wave + from the stars), but please don't make situations like wave + tuulen possible.
-Please give the enemy slimes knockback resistance. Them flying on taking large amounts of damage is so frustrating for everyone, not just the melee classes.
