#Asgobas rework

9 messages · Page 1 of 1 (latest)

harsh obsidian
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I will keep it short. Asgobas raid need improvements and we all know that. I will leave maps because with good management its easy to do.
Main issue is the boss room.

First Issue: Boss running around when we have to hit pillars blocking us from targeting them.
Second Issue: Boss spawning pillars mechanic is delayed by payers hitting it after getting bubble buff.
Third Issue: Monsters giving speed debuffs when we have to reach desired colour to not die. This one is pretty small but also can be improved.
Fourth Issue: Boss killing whole team when we fail to kill even 1 pillar, like seriously..?

**Possible fix: **

  • Make him jump before spawning pillars instead of getting buff. That would fix both first and second issue or simply make boss smaller than pillar. We can also add mark on pillars to easily target it.
  • When colours spawn monsters could disappear to make it easier for slower players to reach their destination.
  • As for insta lose mechanic, we could make him heal to full hp instead of killing whole team after pillar fail like in Nezarun. This mechanic is just dumb, not difficult. For HC raids it just makes you re-do 10 minutes of raid because of 1 little mistake, it is just stupid.

There might be better fix for presented issues, i believe we can do this raid better and I am open for discussion. Let's make this boss room mechanics at least easier than A10 raids XD

long relic
#

Better just remove second map

plain warren
# true imp https://canary.discord.com/channels/628543142819528714/1355892223828558027 https...

Your post was added 1 year ago, most of issues and problems with this raid mentioned by you are outdated and some of them like wrongly spawned mobs/pillars got already fixed. I believe this post is inactive for that reason. We focus more on difficulty related to stage at which this game is right now, not bugs. We have way better mechanics in other raids to put into Asgobas to make it better. Mechanics are not bugged, they are stupid and outdated - loosing raid over 1 mistake is just trash mechanic after 10 minutes of HC asgo, I know not completing a mechanic is bound to be punished but losing whole raid is a bit much. (second link not working so idk what was there)

bleak basalt
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Removing second map would only be a "good" idea con HC asgobas. On normal one u need only 45-50 min to make it even if u lose one and need to make 6 full raids, and this with 7 mains and 8 alters (and u only need 3 of those mains to be a decent dmg dealer), what do u want to make the 5 raids, in 20 min?, as said, it would only affect HC raids for a good since it's the worst map with the amount of mobs u need to kill, stuns etc, but that's not a solution.

On the other hand, about boss, there's things that are not fixed yet or still needs to be changed:

  • You can spawn between 2 and 5 pillars (of 6) in the same cell, making them difficult to target specially if asgobas is above them or moving. I'm not sure about the part where he "jumps" when he spawns pillars, since u know that u had enough time to kill them because asgobas jumped before/after you killed the 3 ones. We would need:
    1st: make him jump to the middle of the map without being able to move and respawn all pillars around him.
    2nd: make the "shield" delete asgobas dbuff, that way pillar spawn wouldn't be delayed.
    3rd: make impossible for him to use lightning skill while pillars.

Also, making impossible to have both "Shadow Fire" and "Dragon Lord's Curse" simultaneously would help people not to die specially during pillars/colors.

On the other hand, making him heal if you don't kill 3 pillars would defeat the raid mechanic, in this case u will kill them and if u don't, what, just keep hitting? U won't need to run to the safe zone (another thing that need to be changed with the ideas mentioned in https://discord.com/channels/628543142819528714/1355892223828558027 post), so the raid would be the simplest one. I understand that losing a HC one is a sh*t specially since u need a lot of time to make the whole maps again, and more if u need to wait for people to reach the dmg requirement for token, but completely changing/deleting this way the mechanic doesn't look like a good solution

plain warren
# bleak basalt Removing second map would only be a "good" idea con HC asgobas. On normal one u ...

I wouldn't say we need to remove map or change them at all, both maps are quite easy to do for players with hands even in HC.

I agree with pillars, it should be fixes years ago. Both stacking pillars and thunders on them are big pain in ass. Timers on pillars are also not working fully correct.

2nd: make the "shield" delete asgobas debuff, that way pillar spawn wouldn't be delayed.

  • We could make him jump and make him non-targetable instead of getting debuff, something similar to normal Nezarun does on pillars.

For last part, I think you didn't fully grasp what we mean. We never said anything about deleting whole mechanic from raid, we only wrote we could change it.
Our proposition is not to remove him killing people overall, to put it simply we want to add fields to his jump and make him heal instead of just killing whole team with no chance to fight back. You will still have to run to safe zone and die outside but you will have chance to survive and boss will reset his HP to full again.

bleak basalt
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Adding a timer for pillars (like with neza) would be good too

tranquil flax
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Also even if you remove kill all feature please make azgobas respawn cristals every 25/50/75% hp, making him able to use it once each 25% (max 3x in total) would make this raid too easy in my opinion and doable solo + nobody would care about these cristals anymore because you can deal 25% hp in like 20 sec even in hardcore raid and its the only part that requires focus