#Aurora Bossfight
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Could always add more totems + big block breaking slashes at high enough rage
I need it

I think the problem is when there’s only 1 tower left and more than 1 person wanna break it
js coordinate it icl
also this would make higher rage just more obnoxious
since star power recasts if you dont break all pillars
There’s never a good way to go about this at stage, maybe more meteors for each pillar but that’s still not a true mechanical difficulty
theres plenty of other stuff to scale about the boss idt star power should be part of that list
What else could scale the boss?
I do like more pulsars and more minibuses
Would be nice if there was a third 50% hp boss (magic guy?
magic could be cool yeah
btu dev time
all these are pretty low effort but high roi
he had the three elemental spells Lots of Fire, Eldrask Shatter and galactic thunderstorm
fighting 3 bosses at the same time would be kind of pain i think
2 probably till 200 is fine then 3
I just think at least at current rewards having the scaling and preferably some small boss changes so that it caps at around like 200-300 rage
Would be nice
That way you could also make it perma death without ruining like Hours of time
if it becomes permadeath / permawipe on party wipe then we'd probably give you the cache from the last rage you succeeded at
I would take issue with that particularly, the point of increasing rage is risking the reward, which that would go entirely against - I would go as this suggest states and probably crash the reward back to 100 rage equivalent in a permadeath system #suggestions-voting message
Personally I think upping the scaling by a lot past 100 and letting people join at any rage level would effectively do the same thing for skill expression
And yeah, adding more mechs from 100-200 could be cool
if not partywiping just make people join at any level yeah
i dont see the problem behind uncapping it
bump to this
what do the star energies actually do if you don't kill them all before breaking the pillar
old message but w/e
it gives a particle spiral but apart from that i didn't notice anything
still drops the loom charge
-25% resistance for 2 minutes each
particle spiral deals heavy damage and applies -res
oh gg
"damn i wonder why im struggling so much with 20% rage"
i gotta find hotbar space for a screwdriver i've just been tact'ing up to get foxes to kill them if i can't get kisarith reloads in time
in our parties we just screwdriver/wota yeah
heavy damage comes from the meteors
can impact be disabled on bosses vase users knockback the archer boss too much
i will destroy my melee teammates 😈
It would just be nice for everyone if you didn’t have to do a million bosses to get to something actually hard
Also scaling how fast abilities cast might be nice mix with dmg because dmg gets stupid at a certain point
As a support cleric (and im sure many other classes that damage relies on class) i feel entirely useless during supernova/aurora's focus, maybe scale damage based on weapon attack speed so those classes can do something during that phase instead of waiting for the melee player (whose damage does not matter on class) to kill it
(i was holding wand and doing negligble damage)
silence is getting nuked next weekly
I mean currently there is basically no risk to not being able to beat the next boss
And the loot is so horrendous for time played that it doesn’t really matter
I’m sure the people playing high rage would be happy to get 0 loot if the system was just in a way that rewarded skill over time
xdd
give our dagger back then i won’t use vase
agree with this since it's still just as hard to clear but you don't have to dedicate an inordinate amount of continuous time with the same party if you want to do higher rage and don't get punished by minor slipups
yeah
extra ideas
- moonlight slash reduces cooldown by 100%
- increased meteor aoe when failing star energy
- elite spawn from all pillars at same time instead of 1 random
- all star shower hits can break blocks instead of only the last
reserve that last one for the very high rages 😭
lower active ability cooldowns is definitely cool
scaling that changes how you play is more interesting though i think
the amount of beacon attacks during supernova should probably not scale with player count its so free as solo and sometimes too much at 4 players
i think making things that require you to be near the pillar
in a fight that destroys the arena so you cant be near the pillar
isnt that good
like to hit all 6 consistently
or forces scout
it forces screwdriver or good aoe
hol u
ye i used screwdriver but even with 4 it could be close
if i was cross arena
to my color
ye
just use split arrow
unless theyre on the other side
damn. true. me on bers using my super secret Tesseract of the Elements (u) (u) to add skills from cz
from a depth tree lmao
ya
its already hard to hit 4 at 3rd phase
ye
ngl I definitely could see split arrow being an enchantment
better piercing
Am I blind or is there no beta tester section in the credits
Dagger too slow
And reverb can just decide to... not. Sometimes
Either it targets another mob or doesn't reach
Fast throw rate is more consistent but if you get two groupings of 2 penigma is great
why do the blazes do true kb
i like that the pillar orbs are just called evil star energy
it’s very nice when ur in a rush
yeah
and then afterwards all the rest of the charges go towards aurora
floating also makes you ignore the meteors if i was right
but most of the time i used my lockdown before star shower
My set have 10kbr and decent amount of ehp so i just ignore it anyway
i love warrior cheat
me when i’m on my facetank bers
i love warrior cheat before the archer miniboss oneshot me somehow
i started to block every volley since oneshot accident
traps are free when i just stick on its face until its dead
the rage
It always volleys the shot after it dashes
it has a very clear telegraph ngl
traps has purple circle before landing and volley yeah pretty clear
the telegraph also is wither noise
i think 100kbr is quite useful this fight
star showers and the ranged mobs kb you up which can disrupt your star energy shooting
so fun fact the ranged mobs ignore kb
Wind aspect mobs funny
Oops
we did do testing but i think we forgot to add the signs
I forgot
clearly someone should have beta tested the credits... smh...
😭
they forgor 🗿
got hit by the beam right after supernova is killed and the knockback caused me to not land down in time
that reminds me if you get some upward momentum after supernova dies and before you land on floor you takes thin air dmg
meteor slam triggers it every time
OH that's how it fucking
mmmm
you should not be slamming in the air
she breathed it all in :3

Can we make the beam in last phase not the same colour as the whole arena
done
how will it look like
white glass 
that just gives me flashbacks to shield wall

oh fuck it's still smaller than a block
Oh yeah the rage leaderboard will probably get reset if youre above 100
(Not for this week's update, but likely next)
Changes incoming?
Im adding a bunch rage+ shenangians
quad aurora is real
how would that change anything
you want a permadeath system but also want people to join at any rage?
isnt that just what we have already?
no
Well rn you need to waste so much time
you just waste time right now
Does that include scaling stuff
with uncapped starting rage you can just start where you left off
Enough to probably make it reasonable?
but then everytime you fail you just come back at the exact same rage, i dont see how this is any different to the current system
I think so
js makes it about who can push the farthest
and if extra stuff is added its more skill based rather than consistency & time gated like rn
I mean there’s just multiple ways to do it
Just make more skill less time
If the scaling gets hard enough it should be
Fine
you guys have to explain this more cause im confused
it's pushing with the same party for a18 vs a 18
We need x! Scaling this would be amazing
And definitely reasonable and totally reasonable
bro x factorial is insane
Nah surely like 6.689503e+193hp at rage 120 would be fire
I mean basically any way that you transform it form who has the most time vs the best builds and skill is good
ic now
imagine if every time you did hexfall you had to comp nskt first
Imagine if you had to do every piece of content in order before hexfall
Explaining thing to toy boxes: so imagine a hexfall
NERDDDDD
no way we got big o time complexities in monu now
whattt
🥀
but like in general
nlogn is slighty more than n
so the scaling will be going from ~0 to ~11
:3
can we have some sort of stat detail for each rage too
like it is currently
Current Rage: 0%
Max Rage allowed: 100%
Max Rage limited by: Icedful
is it viable if you make it show like
Current Rage: 100%
- +x% enemy health
- +x% enemy damage
Max Rage allowed: 100%
Max Rage limited by: Icedful
idk why there is a line space but you get what i mean
so true
O(2 ↑ ↑ ↑x)
no more anger
Is the circle there just as a gif or is that what is it currently
I have no reading comprehension
can we have some sort of playtest for future contents like this
whether private or open
because id rather a content come out one week late than it getting temporarily closed 40 times because of some issues that can be found within few hours of playtime
this is what beta testers are for
surely we can get the 20 line a18 explanation
real
they actually did well except uh
boss doing things faster i guess?
What was that
Oh yeah that would be nice
state-mandated Chronology is wild
I really hope the scaling isn’t just the same thing
The hp scaling needs to be much faster
We did a lot of testing but with the nature of the size of the game and the servers, things can and will be found that either never cropped up for us or only appear on the larger server population, unfortunately
postpone the update mfs when they don't realize that the server mimics that of a sentient being which cannot be predicted or understood
shes back
good to hear
can the stealth from ataraxian echo be like 0.5s longer
the 0.5s it currently has is basically nothing with the fact that it resets your movement to 0 due to being a tp ability
rn if you teleport into a bad spot, you basically instadie
also the hitbox kinda sucks
or maybe just remove the TP delay that bodkin has for some reason
cool!
thanks for making magic throw rate offhand
although earrow is still weaker than ranger it feels better rn
i havent decided if i wanna try the agi pala melee yet since the last pieces was given
Shaman

shaman dont use atk dmg
it does buff ur original melee but just go all magic+technique
Kinda late to look into here but idk if anyone had made this suggestion before, can we make it so the spectator area is a ring around the entire arena?
Like between the walls and the y level that the supernova takes place
-# I had low render distance for entities so i am just seeing my friend fighting an "invisible" aurora during our first time 💀
by the last pieces i mean the set is ex shimmering+flesh+stargazer+the new leggings+eclipse stream
actually the set only gives 18% atk
prob we do actually need spectator mode rn...
a real one
uhhh i dont think they would allow it?
it would be great if they could code one i mean
limit the arena you can go and block black mist+soulsinger
hmm
if they wanna make more cool skill like supernova it feels needed tho
for now ill take the ring
true
it's not a bad idea; the issue is that the mechs for Aurora are very, very fragile
there should be enough space for a ring? (taken from my footages)
uhhh does it invovle outside the walls...
spectator ring would be good but i Suspect there's at least one cursed ass check that checks for... the block under the player being a barrier??
i'll make a note of it
no
i think
sometime i seems to be 1 block lower then other
sentient beings can be understood and predicted we just dont have the processing power yet
undodgeable
also it does not iframe because
the nova phase is a little awkward yea, you have an almost linear path that you get to travel and the beacons can very easily line up and force damage taken
@cosmic timber can we already get a new teaser for new scaling or do we have to wait for changelog
exact formula would be nice
she probably sleeping atm
yeah js in case
I mean they do 0 damage otherwise but it should maybe be capped at a certain number
why do you want it,,,
it's not like you can do anything with it
gulp
uh oh
i spent an hour digging around in the code last night to create rage 200
"falling off now kills you"
"Black hole at 50%"
was gonna ask if this is a thing lol...
"aurora now uses special astral attacks"
nahhh-
not for next week i think
watch as quasar step accelerates with each successful hit and her spells deal splash damage
you've done well so far; now let's see how you fare against my
AURORA BLAST
add an advancement for 100
she adds damage for each recast
nah, id win
who tf is tanking 10 quasar steps in normal gear though
especially in rage 100+
Quasar Step should speed up each time it lands until the combo is broken
if you can tank 1030 magic damage, sure
If you get 4x tidestack shaman you'll heal 60% of your EHP per second or so
now you heal 11*1.4*1.2*1.25*1.1% of your EHP per second
per person
slightly less it since you don't get 1.2 from all totems
record proof of it happening
Mfw I heal 25.4% of my HP per second
the tstep interval is 1 second
250 magic ehp per second
it's definitely possible with potions but I don't know if anyone would spend money to fully infuse 4 sets just to tank qstep
wait it triggers ethereal? pause
NVM there arent any armor ethereal pieces yet
does the damage come from further than 4 blocks away
Bruh please do not give it healing
not what we're talking about; but don't worry she doesn't have any
yet.
Giving aurora a resettable prismatic shield u was certainly a choice but I think it really adds to the fight when she heals all of her HP on hit
maybe a shield without too much healing / or just no heals
every 600 damage dealt aurora casts supernova shield and auroras all over the place
aw hell nah
aw hell nah we reinvented f(x) = 2x
nah trust me its fire
I'm nitpicking anyway
can't wait to reach 999 Rage and Aurora is just given a Hyperion
lmao...
instant quasar step that kills your famil;y and eats your kids
if you think about it this is quasar step
Is the damage scaling ridiculous
Hopefully this doesn’t turn into 4x poise scout
Otherwise it seems peak
actually i don't know
forgot teehee
Hopefully it’s more about the abils speed up then straight damage
the 200 rage is all qualitative abil changes and etc
Cuz I know before the dmg became a issue waaaay before hp
i don't know what jade did to the damage scalin
@cosmic timber can we have info?
damage doesn't scale, it just ignores Poise and Tempo
^
outplayed
i knew it
and its like that *0.5 or smth
idk I'm too lazy to math
I will see
I mean
this is like 3.8x dmg from base
me omw to slow down the infinite rage climb by making Aurora fat as fuck
at rage 200... this doesn't seem right?
why did you do that
am I coding wrong
yes
ok
How did u get that
the + 1 is outside the denominator
desmos calculator formatting is jank
3x damage ok awesome
What’s base hp with 4 players
????
darts at a dartboard method never failed
What could this possibly be
its evil
me walking into aurora and seeing hycenea hp
That wouldn’t be terrible
Aurora mogging Hycenea by being the fattest fuck but also being allowed to walk
If the damages is what I think it is you have bigger issues
it wouldn't be terrible until you have to deal 68.75k damage in 3 minutes
on an arena the size of a small ring
with a boss that isn't just a glorified training dummy
Health scaling being actually DR scaling.
Or is there both Health Scaling and DR scaling? (Instance boss vs World boss)
no more miniboss cages life ruined
Oh yeah she gets 4x health at 200
its health scaling
wth
oops that's like 200k hp
That’s not terrible
That’s not even unreasonable icl
you need to see super sage's insight
r200 solo now equals to a 4ppl party hp gg
its fire
yeah
does she cast 2 spells at once
Does super sage insight have something do to with sages insight
it might be harder
I thought hycenea levels were 300 tbh
and i don't mind that at all
Wdym hyc leveles
Eeeh that’s not terrible
Mabye people won’t only go up by 20% then
Which is more fun
good
Atleast it won’t be feeeling like beating the boss for 6 hours straight just to get higher bujber
And will be something u genuinely can’t beat
i prob just won’t care anything above r80 if the reward is not buffed
I hope someone sees super sage's insight this week
ill just stay in r40…
Does she Alr have sage insight ability
Or is that new and
Named for fun
can you start past rage 100 now
i don't think she does
I don’t think you will need to
oh its just a joke name
the mechanic isn't similar to sages insight really
but she does start going crazy on you
did she get The Thing back
the thing?
it is
Atleast all this ability’s are fair
how do you know
rage 200 aurora pulling out the comedically oversized shard crash attack:
Unleashing Shard Crash (💀 )
Me when the delve infusion of the biggest content like in 4 years doesn’t work because it’s so irreverent
That was so funny
Well it wasn’t when we were playing
unleashing black hole at first second
we got "Attack Name (💀)" and "Star Shower (✴️)" when are we getting an attack ending in (🐈)
i am very evil and have the power of meowing
there wasn't enough clear in this fight
gallery mobs reference when high waves
idk i think it should not be that high ?
the 2 bosses at 50% have 5000 hp
also the blaze bee mount does not transfer damage to the blaze or smth
it can be killed and the blaze just stays there
huh
also aurora disappeared when i went out of arena and needed to bm pot to restart
went out of arena?
yes
what the fuck
i double jumpd off

hella buggy rn but from what I've seen its awesome
good morning aurora thread is the lady cut off from the outside world again
we have the new glass wool which we contain aurora in
i hope she doesnt return with a fat health bar
Is there a reason why lb is resetting a week after changes
¯_(ツ)_/¯
to give us time for More changes if we so desire
more playtesting time
supernova is so easy now
yeah i forgot to disable movement abiltiies during it
Btwwwww
Can we pin this?
So devs wouldn't forget?
sent in the dev channel
if a ring isn’t possible i think add in 4 direction also works(with teleport machine ofc)
you might get a hollow rectangle
such an interesting experience
oh hell nah
idk
we connection reset while dead and we respawn in mid arena when return
was lagging also
its like the intru bug
we should make her health bar 10 segment
https://medal.tv/zh-Hant/games/minecraft/clips/mFv1CvUVYXk2xzfLu?invite=cr-MSxOUzAsNDU5MzgwNTQ2&v=23
觀看 BadLife 上傳的「stucked」,以及 Medal 上數百萬部其他 Minecraft 影片。#minecraft
the new border system isnt working well too
oh thats a bit yikes
aurora teleports into a pillar and got stuck
wtf
she alr does that before the patch
but like once in a long while
unless you stuck her in on purpose
Keep it like that 
it's kinda doomed difficulty
Nah yeah for sure
this is supposed to come at 200 rage
I think 200 rage is vibes based numbers buffs by someone
Good stuff
is soul link supposed to persist if one of its members dies
happened in 3s, might not happen in teams of 4s or 2s, haven't tested
the reason i use pala rn instead of scout
can we up it to 6
i like it when I get jumped
was the laser hit box accidentally increased or something?
it felt like all of us were getting hit by it when we shouldnt have been
it's 1.2 blocks high
hai
hai
laser hitbox was always high its just wrong display
i don't understand the new orange attack
it like kinda follows you?
100 is definitely harder than it was before i think
maybe its just ranger nerfs though
but mobs seem to be a bit chunkier
120 review: soul link being in phase one means its kind of not super important
definitely feeling the hp bump, i hope i have enough dps for higher rage
solo 100: 40k
solo 120: 48k
orange elite is definitely more noticeable than before
it seems that volley from arrow of the stars has become unblockable
idk if thats intended
also somehow the edges of the arena tend to be better preserved now for some reason
bug
no idea what this is
the arrow miniboss volley
on second thought the soul link is actually kinda super impactful when i'm like panicking and there are three elites on screen
i think the range during star shower deserves a slight expansion
or maybe i could just position better to bait her near towers
you get x1.5 range during star shower rn i think
😭 not what I meant
if you park aurora in a corner then you probably can't do any of the towers
i think after thinking over it a bit more it does force you to be mindful of where you're kiting so i think it's fine
so it seems like every mob in the boss fight got an hp buff?
140 review: phase 1 is much harder
yea it definitely feels like it
like the blazes at 80 is literally double hp
this wasnt in the changelogs right? is it a bug or something?
solo 140: 55k
@earnest yew can i ask about loot scaling past 100 because i claimed a 120% rage uncommon chest and got 154 ar and 4 mats which equals to 110% rage if the scaling was linear, i thought the scaling is higher past 100
The loot scaling does continue past 100, but its not linear - the rate of return dips off in Rage+
despite needing to do more runs, Rage+ scaling is weaker than normal scaling

The intent is to not make people feel like they have to keep progressing into Rage+ to get the most out of their daily reward. You can just do a 100% run and know that you got the most effecient payout
If scaling was linear, the feeling of being forced to keep going would be fairly prevelant
is there any intent to allow players to start at any rage up to where mechanics stop changing (in this case, 200?)
I'm still contemplating the ramifications of it, but not currently at least
could we make it so that the daily component hard-caps at 100, but the uncommon component scales linearly
There's some other Rage+ mechanical adjustments I want to make first (which will be the leading reason for the leaderboard reset next week)
I don't think that'll be necessary ultimately, following the above
mm
i will say that the Rage+ mechanics are significantly more unhinged than the Rage- ones
sub 100 went through a lot of iteration and thinking about how to make the fight tough but fair
post 100 we kinda just be doing anything
collapsing connection was originally scrapped for being too much and that's why it returned as a 120 mechanic
that's what i expected it to be on release as well tbh
rage+ being this optional and actively discouraged means you can do any absurd jackshit you can think of and get away with it
which is pretty fun
in that case could the daily bonus be capped at 100% rage and rage+ loot give the same amount as a 100% rage run because it doesnt make sense to get marginally more loot from clearing a harder version multiple times
what i'm hearing is that i should raise the mob spawns from 3 to 7 instead of 3 to 5 at rage 200
let's have seven blasters per spellcast
for example claiming a 200% rage chest gives 6x of a 100% run (because it takes 6 runs to reach there)
tbh i dont really like the mob spawns in aurora in general since it's just basic mobspam go
but it's rage+ so who's stopping you
you mean 6 times of a 100% uncommon chest right
Again, not the intent - Rage+ exists for tryhards who just wanna push leaderboards and see how far they can go. The bit of extra loot in Rage+ is just to make them not feel like their time is totally wasted
the basic mobs are monsters man
So no, I don't think that's either a good idea or something I think is worth further consideration on for the moment
yea they're a threat they're just... boring lol
nuh uh
it's like every boss must have mandatory mob spam and so far only intruder did it in a unique way
even vesp mob spam is just whatever ig
i think they're fun
they might not do a lot by themselves in moveset but they definitely have a big impact on how the fight plays
the mobs feel so damn oppresive right now
i dont understand stardust detonation
is it distance from where you were when it was initially cast?
steelbore
Is that big enough to get all pillars
3 orange elites 🤣
I feel like a lot of people would have that sentiment
I guess if it’s not possible it’s better with current scaling
Before it felt horrendous to get the loot of 2 bosses after 20
the loot scaling didn't change we just made 100+ way harder
does it make sense if we can have a small boost to delve material drop rate past the current cap
i didnt see what "familiar spell takes on a twist"
if you get slightly more for doing a completely optional difficulty then i think it should apply to delves too
180 review: i think the double cast definitely has a chance to make p2 harder but otherwise wasn't super impactful for me, i think there's no 2-spell combo which is really conflicting or bad
very cool
lets see auroras inner power
oh yeah solo 180: 72.5k hp
200 is pretty funny
scorching star is kinda a menace at 200
the first 25% seems like itll be the hardest
ngl I feel like the hp being hugely increased solo is a bad way to bump up the difficulty isn't that basically close to 4p HP
i thought the 4p hp was lowered
omg
i made it past 50% and then i fell into a hole
The bers elite
Might do a tiny bit of damage
And by tiny bit I mean a 1 tap from full from being within its vicinity
r the falsely increased mob spawns even known as a bug lol
The mobs on 4 player are a bit ridiculous
bers elite dodged the nerfs
Is solo mobs like not atrocious
its not too bad
maybe like a 50% increase over before or so
they are super tanky
need gale shot plus normal shot
the ranged mob is the one threatening one that i’ll go out of my way to shoot down
the others i just try to line up for gale shots
there are also now random little 2x2 holes i think
that's connection
are those like punishment for not staying close
some tangible pieces of feedback:
- the ranged mobs glow white instead of red when they shoot their wind aspect arrows, i think red is standard so switching to that would be nice
- the bers elite's slash particles are white which are barely visible, i think it would be nice if they were pink like the mob instead
i also think the greatsword indicators kind of obscure everything because they sweep so much
i think having the trailing sweeping stuff is kinda cooked
they're already quite short duration
not much I can do unless you want epilepsy inducing end rod lines
🙁
maybe aim trail lines are only shown to the player they're targeting (but red wind up lines are shown to everyone)
shore
The pulsar radiation need to be made easier to dodge
Its really hard to jump over while on higher ping
Using ire or class mobility is generally the solution to it
It's not very practical to avoid jumping over
Damn I thought its supposed to be jumped over
eh i still dont get the point behind it not being jumpable
nope
you need to pillar up at least 2 blocks (at the outer ring) just to doge it
build 1 block and jump through it
Question: can anyone make the choice after beating the boss to take loot/continue?
yes
I could forsee an issue in lfgs on that then if somone was hosting like a r40 and someone wanted to be a douche and push to r60 forcing the host to either spend more time (which they may not have) or emergency exit and void their loot.
Second question: what happens if you log off, can others beat the boss without you?
sounds like a way for them to get banned from lfgs
What would the issue be with only letting the host make the choice, I guess the reverse could happen then like you join an lfg being advertised as r40 and then push to the next level instead of cashing out
Not sure if there's a nice solution other than everyone having to make the decision themselves or allowing people to cash out the lower bound if they can't beat the new one, which isn't what the design was meant to be
It can definitely be a social thing to have not happen, but also not ideal either really
I think we generally just assume parties act in good faith. May be possible to add but might cause some bugs
Yeah that'd be the hope, but some people are just douches unfortunately. Makes me less interested in wanting to lfg unless I know and trust the people involved
But like that can happen in anything lfg
People can ragequit intruder/godspore and leave you to beat it down a person, or quit because you can't. Maybe just life, just thinking about it if there could be anything different done
could have a vote system to choose whether to go hgiher rage
but this feels like a non aurora specific issue tbh
Yeah pretty much, I think other content feels more beatable if lfgs go badly, might be more an R3 issue when difficulty is going up a bit
Like it sucks if my VR/FS teammates die, but I feel like I could comfortably solo it to the end, but I'm not sure if I could say the same for some of the R3 bosses.
it may be the infinite try ification of instanced r3 bosses maybe
I don't remember if this is right or not but do bosses auto adjust if someone leaves to scale for the new player count? Cause that's also a bit of a problem that I think could definitely be solved if it isn't done currently
I mean atleast right now aurora solo can definitely be easier then quad
if soul link dropped for 10s at the 25% threshold when aurora first casts shatter then my life would be so much better
is it cause she gotta stand there an aura farm while she black holes and you're just stuck there
i think he means 75% and it also does stop pulling you during it
you just gotta walk to the center
is there a brief leeway period where you can stretch the tether past its limit and it doesn't summon meteors
also does galactic vanguard deal true damage it often just obliterates me and I can't even tell what does it
one million melee damage
theres like a white particle cone attack that is barely visible
i wonder if any of the big parties have done r200 yet
i think duo seems like it would be easiest
It would be nice if the mobs scaled differently from the boss
Or atleast with this mob scaling it gets a bit ridiculous when they get like 650 hp
isnt their hp capped at 130 rage
you get a warning sound 3 blocks befor
Galactic vanguards feel overtuned when they have 1k HP and the most damage out of any elite
I mean she can teleport your teammates can teleport, distance doesn't feel like it should be the leeway and instead you should get time to pull it back like in vesp before Bad Thing™ happens
You have 13 blocks leeway
so if you party sticks together shes not likely to be teleported too far
I wasn’t sure
If it is then it’s not terrible
This is true
At like 200 it basically one taped me
i think in solo they seem to have ~300 at r200
have there been any r200 comps yet
Sure but there are literally attacks where you don't want to stick together now, not to mention if me and my partner have a problematic range gap (bers and hunter for instance)
in solos she might just decide to quasar across the map sometimes
you are not I'm speaking hypothetically
is it actually possible to straight up ignore the block break from collapsing connection
at 75% you kind of have to ignore it because theres just too much shit going on
but you can just repair the little 2x2 holes later i think
I mean it's not exactly the most threatening thing given how slow it destroys stuff but it's probably going to come back to bite you when you ire away and get a hole in one
repair charges are lowkey free
i always spend them on small holes from missing star shower or connection 2x2s
Is that the maestorm
soul link
man i'm so sad i died to such stupid stuff in the endgame
like i tacted into the black hole to get away from scorching star
instead of straight back
those who stucks in the aurora solo hell
If anything allow player claim previous level reward if they try higher rage but can't make it due to whatever reason
wait btw soul link is only for player and boss if ur solo
yeah its both
so
this means nothing much right?
because if your solo she wont tp too far
and if youre a team idk you shouldnt teleport away from your linked player
either she can teleport away or your team can teleport away; I feel like block distance isn't the best limiter and rather it should alert you when you're too far and have a short timer before it actually starts raining
not a long one just a second or two
you have 17 blocks of distance
functionally it's the same, "don't stray too far", but its not instant as soon as you move away
yeah?
yeah
so if you make a mistake and tp away for whatever reason it's kind of like
intended design?
this wouldn't change anything about the difficulty except give a second or two of leeway
ig
there is soul link in mad teleporting woman boss fight now?
ye
Starting at 120 rage I believe
this is 17 blocks btw
Yeah it's pretty lenient if the boss isn't trying to run away from the linked people
does it kill or deal mass true damage
pulls you together and launches 3 mini meteors down
so basically a kill
Are mini meteors a later feature
I never saw those at 140
It was exclusively a pull
Although that often pulled us into other attacks
it's a bit hard to notice unless youre near them yeah
What even are they
Literally never saw anything like that nor did anyone in our group during like 40 mins
theyre just tiny block breakers
hm
Probably not noticeable with how much the arena was getting destroyed by everything else
Yeah I never saw that outside of on the people that aren't linked
Not sure if I just wasn't paying attention tho
I would assume judgement chain moving the supernova hitbox is not something that was intended?
i didnt notice it until 200 rage lol
mmm perhaps its deserving of a buff
We thought that it was each one of your stars broke arena lmao
What are yall's thoughts on 140 rage buffs / 160 rage "meteor rain" / 180 super sage's insight
- Increased the block break rate for failing to pick up Collapsing Connection eightfold
its hard to fail it as solo
it wasnt clear to me what 140/160 does
180 double casts somehow are much easier than 200
theres no ridiculous combos like scorching star plus spatial shatter
did the slashes at 75% and 50% and the big swords get nerfed
health seems like nerfed
also can we have a longer delay for tempest dynamo
one literally spawned on my face and im stuck for the rest of my life
another also can we make swords spawn INSIDE the arena so it doesnt crash on walls right after its launch
What is 160 meteor rain?
And 180 sage buff i cant tell what it is
she casts two spells at once
whats the 200 one?
i can't really point out much tangible but its like a massive difficulty spike
i think theres 2 elite spawns per hp threshold
but idk how many there were before
she also gets more spell combos to be eligible
bugged
congratulations!
she js casts star shower as an active
gg
Oh lol
Yeah the link is extremely tough
is arrow of the star volley no longer be blockable by shield intented
what does this mean, i feel like i have only seen it at thresholds unless you mean the connection 2x2s
seems like a bug
Oh
I think I forgot piercing makes the arrows bypass shields
I'll remove that then
I wanted to make sure teammates wouldn't body block the arrow
weird cuz I swear I blocked the volley recently

love the boss! been trying it solo over the weekend with only 1 win so far after not having played at all for months, and the fight feels really good and soo cool - i just wish there were more sick callbacks to lore or like a more story-relevant arena (but that's a very personal thing, i just feel like it could've been even cooler in a location we've got some knowledge of)
like an attack akin to the one that brought down aphelion isle, iirc aurora was responsible for that right?? something labelled "Aphelios' Demise" or smth lol
this is very nitpicky feedback but i cant think of anything to comment on, the fight is really cool
Oh actually, is anyone getting absurd frame spikes a second or 2 after the blue flame particles spawn in the supernova phase?? a lot of my attempts have been killed because my new, scuffed laptop setup visually freezes there and i cant figure out a way to stop it
odd
Rellana’s twin moon attack 🔥
will aurora rares be added to transmog?
usually are added few weeks after release
oh they will? might be second most valuables mog rares then, maybe even #1 somewhere around mog exclusives and gallery rares
it'll get lower with time
I won't be the one to make it
Don't have much time for it and I'm not really interested
In my opinion, Aurora's available starting rage should be uncapped, at the very least to 200 (since there are actual qualitative changes up until that point and anything further is truly rage+).
Going past that and uncapping it fully might be good too as it allows parties to actually not have to do 20 hour sessions with the same group to set a new record (and can just party up with whoever has unlocked that rage level). Furthermore, it means that the record is less of a connection test, where a single lag spike doesn't instantly spell the end of your leaderboard attempt.
that would make rage leaderboard meaningless since teamwipe is longer a thing
that's why up to 200
past that yeah I could see the argument but then the leaderboard turns into a slogfest where you have to do 12 basically identical bosses in a row to even get close, and if you have something happen like lag or a dc, welp, sucks, -10 hours
i doubt people will ever want to attempt it past the first week except the occasional party every 2 months
js cap it till no new features are added yeah
atp why not just cap the reward chest instead
I think the difficulty of 200 is enough for that to work tbh. It’s a slog to get to 200 but at that point it actually gets insane
you'd have to pay me, like, 3 years HRT in order for me to grind up to 200 rage rn
the concept of permawipe with the amount of Stuff that goes on in rage plus is horror to me
(although this is my opinion as a semicasual player, not really a design choice opinion)
I think it makes 200 rage a stronger soft cap as it's not just doing the 200 rage boss correctly and retrying as you please, but rather you have to get through all the other 4 previous bosses as well. Otherwise you could just throw money at the leaderboard
agreed, there's absolutely no way a lfg would even want to go past 100-120(if you're lucky) and that's a shame imo
there's no harm in going to 120
Well, it depends on the intention to be honest. I think 100 was the intended way to play the boss and they would only want people to go past 100 regularly if they are aiming for leaderboard or a lot more rewards.
I don’t think the intention of anything past rage 100 is supposed to be lfg-able, rather it’s designed to challenge the players that asked for it
Which makes sense to be honest
If you are trying to clear rage 200 there is functionally no difference in challenge performance-wise from being able to challenge it immediately vs having to clear 100, 120, 140, 160, 180 first
that's true but that was also before the addition of all the new mechanics from 100 to 200
tbh it is mostly just "damn, I really want to experience 200 rage, but I also REALLY don't want to have to deal with perma death every time I try to attempt it"
I've been thinking on this a lot the past couple weeks
As Niam says, 100% is the intended way for most people to cap at the boss, with anything beyond just being a scoreboard chase, but I can also understand a desire to want to start at later rounds and not have to repeat lower rounds thats you've demonstrated time and again to be able to do
But I also fundamentally don't want Rage to become a "the best continue to be the ones that succeed" mode where just because you've cleared Rage 200 means you and your team the top candidates to make the next leaderboard spot by virtue of being able to start your run that high up
I think there's some middle ground, like starting wave equalling Max Achieved Wave Minus 50, or something deterministic like that - I'm just unsure of the best formula at the moment
200 rage is so crazy it took me like three days of attempts before this change lol
maybe it is impossible now
or some duo decides to take it on and wins
I understand the reasoning but I think that increasing it to 200 is just like having it at 100, just, higher
It's not like it takes an exceedingly long time to get there with consecutive successful attempts, and it doesn't really provide too much more of a leaderboard kickoff since beyond that is perma death?
I kind of like this too but I think just capping it to the max qualitative change level is fine
Yeah like 1 or 2 bosses back wouldn’t be terrible espicllly with new system it isn’t that great to just start at your cap
I don't think this will be the case, given enough time anyone can get to 200 just like they did 100 and the same logic can be applied to 100 the way you are with 200
I see both sides, I don't think there's a "correct" answer
I mean the thing is nos from 0 to 100 you have resets if you lose
Compared to 100+ not having
Yeah that's part of my point
I think discouraging spam attempting the 200 rage boss should prevent this?
You'd probably run out of patience before being able to brute force it
What do you mean by this
Preventing people from just starting at 200 will prevent people from getting to 200 on LB by just repeatedly attempting it
That is a lot of wasted money
Idk if it starts you like 1-2 bosses back
And your not consistent at beating them and you want to brute force e
That is still a large time commitment and a ton of money
I would hope 180 and 200 is sufficiently bullshit to be difficult
Idk I think oepning starting at > 100 is only reasonable if 200 is too easy and yall get past it before next week
Ig
it's not really about easy it is though it's "I don't want to sit through 100-180 just to play a qualitatively different fight once"
it's like how a18 was added later than a15, right, but imagine if you had to play a15, a16, 17, then a18 to play a18 every time
Same party, no deaths
is it possible? Sure. Is it realistically difficult with a good party and setup? Not really. Is it annoying? Absolutely
i think the main complaint is that people want to experience rage 100-200 new features apart from lb chasing
because they change the fight in a fun way
i think niam's suggestion to put the new rage+ threshold to 200 would be reasonable because large content changes end and lb chasing starts
I have an idea
the zenith rework we've all been waiting for
I don't realistically see a difference here
Tiered system with escalating enemy buffs that gives more rewards the further you climb
It's not just for leaderboard either because there is different content past 100 so it's not just a flex
If the specific goal is not giving more loot then it should be regular scaling until 200 (with the cap increased) but I don't see how that'd much of a problem when doing two 100s is probably easier and more efficient
im wondering what the point is of calling it "percent rage" if it doesn't stop at 100% nor is 100% really a meaningful step in and of itself anymore
I wouldn’t say this 💀
To get on leaderboard do you have to claim loot at that rage level?
Or does it go to the highest you beat if you die
oh wait is it perma death where you don't even get lb if you die 💀
the pre 100 abils are fair and the post 100 abils are bullshit we cooked up in a week
no but seriously we didn't plan for abils post 100
"yeah i don't think anyone's getting 300 rage" and then i paid 64 har to dahwia sob
Why pay shear 😹
i said i'd pay the first people to clear 300 rage
the 200 rage bump is stupid difficult because i really didn't want people getting 520 rage it's just lacking in soul
Yeah
This is so stupid btw
That means you can beat the leaderboard and then die and get nothing out of it
So the leaderboard is fake
It doesn’t matter in the long run I guess but the early strategy for the next few months is going to be going up 1 more rage level than the leaderboard and claiming
And then doing that over and over again wasting hundreds of hours instead of just going as high as you can before you die
Honestly true
It makes you like not go full out for your potential
Oh boy I love gambling on not being killed by random bs or lag to even get onto the leaderboard
I get the whole loot part of that but the leaderboard too?! Nah
This is an oversight that just needs some more attention on my end
The problem is that we don't store what rage you were prior to whatever you're currently at, and that didn't change with this update
Or likewise, do any leaderboard calcs prior to cashout
I can adjust that logic to occur on win rather than exclusively on cashout, and that'll fix the issue - it wasn't a specifically conscious decision
🫡
I haven't had the time to figure out, are the rates for the mats droprate somewhat static with rage?
I've gone in there a few times for dailies now and I always cash out with 8 mats
~80 to 100 should be 8 mats daily if I'm not wrong
yeah its 8
I think it’s going to be changed but the current system of having to cache out with full wipe definitily doesn’t feel good
It’s hard to push if every time you have to think about how far to go especially in a boss where there is often some bs attack combos at times
is it intentional that you can just walk out of supernova now
What actually happens when super nova casts I’ve never seen
Is it anything fancy or just /100000 decision true dmg
errr idk its the starting animation particles and then 1s later you die
its a supernova after all
also is there logic to when she pink teleports and retargets
oh right
thats bugged rn for some reason shejust does that randomly
its meant to be the anti soffucation thing but its bugging on some slabs?
idk anymore tbh
me mentioned
Haven't done the fight in a while but I think supernova is way to easy now that you can use your attacks.
Personally liked it more how it was previously but if that's not it, maybe any other way to make it harder?
The phase kinda feels like a joke rn
The phase was always a joke
As long as you had anyone in melee gear or proj
But before ppl in magic stuff couldn’t do like anything
it was but its now even easier
u can just lockdown quiver storm to just nuke it and its done
I mean I was magic and I was fine with a crend
or just get a sword
Idk before it felt rly shit on magic
It’s not a real phase anyways
its not really meant to be a difficult section
playing mage and alchemist in aurora already put you in a terrible spot, and supernova made it 10x worse
magic classes when they are not cleric
mage is a melee class and malch exists so clearly the silence should be readded
cleric struggled as well, albeit less so
since you'd have most of your damage as magic and you can't mark or DJ while silenced lol
can't say I feel super inspired by Supernova, feels a little shoehorned into the fight
o i didn’t see supernove
i mean i have teammates 🫃
supernove might struggle me but beside that all the fight is just easy
with cleric
(Don’t take my words serious im laying in r40 grinding after soloing r100)
is there a tell for when you're in range for damaging aurora's focus, or do you just have to feel it out after trial and error