#Modpack: Prominence-hasturian-era Suggestion: R...
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gauntlet? maybe
obsidilith? bad take
Why tho? Can you please explain? I think the Gauntelt is pretty reasonably hard
flying boss
also sucks when there is any tps issues, but im a gauntlet hater
obsidilith is completely fine to fight
boss is simple and decent
I don't think a "Simple and Decent" boss have 2x HP, 2x DEF compare to other bosses at the same level, and attack like there is no tomorrow. Honestly, even with Melee, I'd rather fight Mythic 70 Gauntlet than Mythic 50 Obsidilith
have you ever played a game revolving around bosses
armored core
elden ring
sth like that
Yeah, I did beat Dark Soul Series and Little Witch Nobeta. And in such game, I still prefer versatile yet weak bosses than those who stand still but tough af
Also, considering Gauntlet can miss you, while Obsidilith can predict your movement, making it even more unfair
just dodge
or get any movement speed buff
its easily dodgeable even with my own archer build
also cough cough demon prince
Yeah, I do agree. And Gauntlet can be dodged too, even easier
Gauntlet and Night Lich absolutely blow as half the classes
quit playing before making it to Obsidilith because overall pack balance was just... not fun
maybe a hot take, but Bosses of Mass Destruction simply is not a good mod
Lich I can see but gauntlet is ezpz for almost any class (assuming yk how to dodge)
And tbh obi has extremely telegraphed attacks that are fair to dodge
If u get hit its 100% ur fault
Which is why I personally enjoy fighting it at mythic
Idea: we add The Eye as a mythic boss >:)
we add the lich king on crack
@finite coyote with kindness this boss is literally the easiest of all bosses to dodge and beat
aside from the defense it has, this one is piss easy compared to all the others
the attack patterns are extremely predictable (you can literally see where it's going to attack, move out of the way maybe)
Attack patterns are predictable, yes, I can also says like that to all of the other Mythic Bosses:
- Gauntlet, just 1 roll to the side, and its Laser attack can be avoided by simply moving to the side
- Concierge is a joke (I do think we should remove this too, for being too easy)
- Corrupted Champion, aside from its supersonic attack at the start of the battle (Yeah and such attack can be avoided by the Staff of the Monkey King's second skill, and he won't use that attack ever again), everything else is just as predictable. ||A bucket of water can ruin its second phase attacks||
- Golem: OK this one is pretty hard for Melee, but it only have 1 attack (Aside from its Melee attack), and such thing can be easily dodged
- Ghost of Captain Cornelia: OK this one is hard, but its low health and DEF makes it a fair fight
All of these bosses, they have a couple seconds delay between each attacks. Obsidilith, on the other hand, attacks like there is no tomorrow, making it a burden to destroy its runes. Honestly I would have no problem if it doesn't have Invincibility
By the way, do you have any idea why Marium's Bosses are not in the Mythic Challenge? Bosses like the Fallen Icon could be a good replacement for the Obsidilith
Fallen icon is a lag machine and a dumb one too add can completely destroy surrounding areas and has so many particles it's not even funny
Elo herself said no to this
Thanks for letting me know
i think the issue is the place in gameplay
a lot of bosses arent designed for super heavily modded scaling
ie concierge
its mechanically not hard & visually great
its a good early boss that provides a fun fight when player resources are limited
but artificial difficulty by inflating damage/hp? breaks the intended flow
similar thing for a lot of bosses
this is a great explanation of it
to be fair, there isn't many mods that add bosses to the game for fabric, utilizing ones added by other mods is the best way to combat that
and even then, they aren't meant to be super frustrating and difficult to kill, that just wouldn't be fun
the increased hp is enough to make it a challenge without also making it frustrating for new players
it depends on the design vision
at the moment it seems like the ideal target audience of the modpacks are people impressed by visuals chasing a seemingly compled but very simple power fantasy
modpacks in general because most fabric rpg modpacks feel very very similar
elo tries to make it her own and she does a great job at that, and to be fair, mythic challenges are optional side quests
prominence is hugely original content & i have little opinion on it
it seems more like every other modpack but prominence is ctrl c ctrl v prominence with a random shuffle of sub content orrrrr vanilla+ simplestuff
theres a very overlooked middle range between what i cruelly & unfairly call fabric slop & epic fight forge slop
theres alot of ppl who are interested in somewhat more complex gameplay & mechanical skill but not interested in super over the top current state of epic fight
tl;dr dont listen2me im rambling
i was exclusively talking abt boss design
& having to deflect the real flaws there by shifting focus clearly shows it is an actual thing that can be fairly critiqued, not just grasping at straws
if you played the modpack before hasturian era and played hasturian era in present settings i think you'd understand what i mean ill be real
my only opinions are on boss fights & skill based mechanics
well that's just exactly what i'm talking about though
boss fights then were too easy
& boss fights now are artificially difficult
which is just fine
its still not skill based
it is definitely skill based lol
artificial hp does not make the bosses any less difficult
from a boss design perspective probably not, from a prominence design perspective probably yea fine
it does
hp is just a measurements of game time
it does not, the bosses are already challenging or semi difficult without hp boosts, corrupted champion or night lich for example
if a player is going to kill an entity with 20 hp without getting hit back, theyll also kill the same entity with 80 hp, just that it feels more sluggish
being able to kill a boss in a few seconds because you are endgame, is not fun
true
but dodging & weaving the same 4 attacks with no difficulty at all for 5 minutes is less fun than for 1 minute
and this also isn't entirely the case, they are also stronger depending on your own player level
the boss is clearly not a challenge mechanically but an endurance test
more osu! than dark souls
not even osu thats mechanical too mostly
idk
candy crush
;-;
for instance if you are like lvl 50 fighting a level 50 boss, it will reflect the difficult that it's meant to be i guess if that makes sense
level is just a number that scales attributes, not difficulty
a lot of the bosses on their own are actually extremely stale or boring to fight when they aren't scaled hp and damage wise
i think we should clarify some terms if u wanna discuss this further
yes i have played
most definitely not recently then
when a number goes up but behavior does not change at all, is that an increase in difficulty in ur opinion?
be that number hp or damage dealt
move speed already changes behavior, as does attack speed
made up numbers for this so its clearer
skeleton has 100 hp + 20 dmg per shot
skeleton has 20 hp + 4 dmg per shot
yes this makes skeletons harder to beat, especially if you have the same gear, even if you didnt, it still makes it harder to kill and or survive a hit
you can apply this to mythical challenges aswell since they just give the bosses crack
a challenge doesnt need new movesets or weird buffs that can break its ai/break the bosses balance, give gauntlet more movement speed in mythic challenges and see what that does
it doesnt make them mechanically harder
since most mythic bosses will oneshot you
more hp & damage doesnt make the player more likely to dodge the arrow
thats mechanical difficulty
that means you need to learn how to dodge attacks instead of being a idiot and face tanking them!
everything else is artificual
dodging requires skill
yes
standing there like a idiot requires none
it literally changes how you fight the boss
we arent comparing how hard is it to be an idiot in scenario a vs scenario b
if you know you can take a hit you play with more risk than if you know that boss will wipe the floor with you
we are comparing what is the added difficulty if played properly
mythic challenges have a higher skill floor than their normal counterparts
being able to facetank anything is already bad difficulty design
which also doesnt slide in prom btw
arguably minecraft is extremely non challenging because thats not its intended gameplay
even my tankiest build requires a lot of mitigation effects
which im not even arguing againstt
thats cool!
mechanical difficulty is still not changed ;-;
youre fighting bosses that can be cheesed by some cobwebs
depending on the content
no ranged attack no movement attack, yeah cheesable
either way
concierge has proper difficulty scaling in its intended environment
slight vanilla + in terms of scaling
its minecraft at core, you have parrying, you have rolling, i-frames and bosses that will oneshot you if youre not a tank, especially in mythic challenges, also all things you have to do in elden ring/DS btw and i havent seen someone bring up that argument when fighting the same boss in elden
what
obviously ng+ & ng+7 arent mechanically any different in difficulty
its the same move set
artificially increased difficulty
thats not what i am refering to
im basing all my takes off of precisely souls game design
i mean same boss, same moveset, just diff location + beefier
thats all ive been saying from my first message
yeah thatd be artificual
artificial
apart from environment
nothing had changed
your entire approach changes if you know it can oneshot you lol
or you will be drained out of estus insanely fast when you get hit
your approach is dictated by your resources
no its dictated by the difficulty of the boss and its weaknesses
just dance with the boss 10 times without attacking & u can no hit anything
your resources dont matter as much as the bosses gimmick does
no
and you play around those gimmicks
rennala phase 1 is a gimmick
golden godfrey has no gimmicks
no precisely the inverse
i dont wanna be pretentious this is why i suggested clarifying terms
here is your gimmicks
that isnt a gimmick?
gimmicks are
rennalla phase 1
deacons of the deep
abyss watcher phase 1
rykard
yhorm
there is plenty of builds that can potentially struggle
immunities only modify damage dealt
rykard being weak to the serpen slaying weapon is a gimmick
not mechanical difficulty
yeah…
same with yhorm storm ruler
rennala you needing to run around killing children is a gimmick
deacons you need to control a crowd is a gimmick
nether gauntlet has its laser
a gimmick is something that other bosses dont have, that you should or have to abuse to fight the boss
A "gimmick boss fight" in video games refers to a boss encounter that heavily relies on a single, unique mechanic or gameplay element, often drastically different from the standard boss fight style, making the battle feel more like solving a puzzle
immunities are not single mechanics
immunities modify slightly how many times u need to dodge and attack
they dont make dodging or attacking more difficult
its a unconventional approach to something or a unconventional mechanic, a immunity to all status effects is a gimmick if godrick doesnt share it with every other boss
godfrey mb
immunities arent important
^^
broadly gimmicks are not used in the context ur using the word
they still are, in the end, a gimmick, what would a bleed user do that needs his bleed procs?
a total immunity is a gimmick
just swing sword
i have a question for you acc, when you say mechanics, do you mean the bosses having different attack patterns from what they normally would ?
yes
that would go against copyright of every single mod that were to be changed
not really
the pack likely would not be allowed to be distributed
that aswell
brutalbosses exists
you can supplement any ai with jumping attacks/delayed attacks/summons/dashes/explosions/projectiles/commands at certain hp thresholds
altering the state of any mod for personal use is strictly personal use, there's no saying x mod creator wouldn't have an isssue with that
thats not how brutalbosses is used
either way i think we vaguely all mean the same thing & the pedantic convo has ruined the thread for anyone else
i rly need 2 sleep i hope u 2 have a lovely rest of ur night/day<3!
/srs
have a splendid night
multiple things that are wrong with this
-
- you are still changing a boss that maybe should be fought by the dev in a different manner
-
- You would have to ask every dev if it is ok to make a own moveset since copyright and other licensing issues can and will apply
-
- If you dont, youre illegally modifying intellectual property of someone
prominence environment is already different to the intended experience
no you dont its just a datapack 1:1 like changing attributes
see point 2
It scales with your player. So as you improve as a player, it does become a bit more difficult on purpose so that way it keeps things fresh, you're not just oneshotting everything and getting bored easily from it. This is not a vanilla+ pack, if a dev isn't happy with a boss they've added to their pack they remove it. Simple as that. If she wants something that's not a thing yet she either makes it or commissions someone to make it for her. Not all mod devs allow datapacks or mixins
Also what the heck does this mean???
devs intentionally also dont make things compatible with datapacks and configs btw, sometimes they also just cant do it, aquamirae for example, you cant nerf something, only remove it
Prominence is a copy paste of prominence????
the forge modloader dev fully is anti-mixins
From the posts, I don't believe you understand the modpack devs limitations and wants for the pack.
Add gumas to mythic challenges 
you need to substantiate that claim, i dont need to defend a claim without evidence
Difficulty
Mechanical difficulty is referring to game mechanics, i.e. what actions happen, button input & player choices.
From an article about the taxonomy of video game difficulty: “Mechanical difficulty is about reflexes”
For the sake of clarity, let us agree on difficulty relating to enemy AI actions & patterns. So combos, movement, attacks, attack speed, etc.
Grindable difficulty, or as I have called it here “artificial difficulty” is, quoting the article again for consistency “the game giving you an option to power up via spending […] time”.
To clarify what gimmicks are in Boss Fights, youtube channel DesignDoc phrases it as “any boss that severely shakes up the games normal rhythm” in their Video essay from the 26th of August 2024. Since they represent more of a qualified perspective on boss design, here are 2 different opinions on it in a public forum from 2016
- “bosses that mainly rely on mechanics of the fight instead of tackling the boss head on”
&
- “unique gameplay twist that deviates from typical conventions”
So what is the consensus between these statements?
-a gimmick boss changes the players actions during the fight
So as a baseline, since we are discussing modded Minecraft, I will give my thoughts on what the normal & the gimmick is, in this environment.
.
Minecraft combat is dictated mainly by range & movement. When looking at husks, zombies, endermen & creepers, the game pressures the player into action via the movement of each mob. Aggroed mobs will always try to get into their attack range of the player, via linear, with some deviation, movement. This is usually not forced but punishes inaction, as the player is faster than all mobs.
Endermen & creepers have gimmicks.
The gimmick of the enderman is that it is frozen when you look at it directly & takes damage from water. If the player does not control the endermans movement via eye-locking or entering water, the enderman is one of the hardest mobs to fight against because of its teleportation. However, teleportation only changes its approach direction. When not teleporting, endermen still approach the player in a straight line & attack the same way as any other standard melee mob would. If the gimmicks of the mob are not respected, the player will fight it in the same way that they would any other mob. The “severe shake up of the normal rhythm” is not present here.
The creeper is very different, fight wise. It relies on the same principle of a linear approach towards the player to create pressure, but how it deals damage changes entirely. As it explodes when in range, this is the highest amount of attribute punishment a player will be faced with when not respecting the “combat range” mechanic. The “severe shake up of the normal rhythm” is not present here”
.
Skeletons are a clear outlier here due to their ranged attacks, but fundamentally their actions are still dictated by range & movement. The closer they are to the player, the more likely they are to tax the players health & saturation resources & their movement influences the players ability to combat them (moving backwards). Their ability to punish the player depends on the duration their damage over time threatens the player.
In a sense, they force the player much more severely than other mobs to take action, as the damage they deal is significantly higher in proportion to the severity of the mistake the player made. If a player miscalculates movement against any melee mob, they risk 1-2 hits. If a player does the same miscalculation against a skeleton, they risk 4-6 hits. Still, the mechanics are the same, the “severe shake up of the normal rhythm” is not present here. The player is just forced to make less mistakes.
So what would artificial difficulty be in the context of a skeleton? Making the damage per arrow one-shot. The threat of damage & the rate of shots would force the player to master movement & attack timings against this mob. Grindable difficulty, i.e. in a modded environment would break this by removing the threat of serious damage entirely (also happens just in vanilla with gearing up, as part of the player power fantasy, modded just accelerates this a lot)
.
So what is an actual gimmick fight in Minecraft? The ender dragon. Destroying pillars to prevent the enemy from healing while avoiding attacks is entirely a break from all the other conventions of Minecraft enemy design. The boss is explicitly not tackled head on, beds being the only outlier.
Now that that is clear, I will return to modded environments. The Ferrous Wroughtnaut from MowziesMobs is a good example. Its gimmick is that it can only take damage after it attacks. Its attacks are very telegraphed (communicated to the player via visual or audio cues) & force avoiding damage via out spacing an attack (increasing the distance between the player & the previous concept of attack range) or dodging sideways inside of the attack range in a way that damage is avoided.
While it is a gimmick fight, in its intended environment the player is forced to play with the gimmick in mind, as otherwise the damage of each attack will one shot. This is a gameplay mechanic & player skill is involved heavily here.
Outside of its natural environment, i.e. modded, this fight becomes trivial. Via grindable difficulty, which the player can manipulate themselves by gearing up & increasing hp, the player can make the intended one-shot damage negligible & one-shot the boss at the first attack window, preventing the fight from ever entering phase 2 or 3, where the boss gains more attacks which have different dodge timings & attack ranges.
.
In Prominence 2:
Since most bosses are designed in accordance to their intended environment, you cannot completely “fix” the scaling issue by increasing damage or health attributes of the boss. Increases to player move speed, for example, will always tremendously change the rhythm & difficulty of timing dodges, even if the damage the player would receive on being hit would be the same as if the player encountered the boss at their intended stage. Concierge is a perfect example. There is no way to increase the height of the flame attacks or the speed of them, without modifying the actual code. Therefore, jump boosts or speed boosts can never be compensated for properly to retain the intended environment of the fight.
In Elden Ring:
Rennala Phase 1 is a gimmick fight because you do not attack her floating golden ball directly, you attack her glowing children to get her out of the protective bubble.
Golden Godfrey is not a gimmick boss because immunities & resistances do not dictate how much effort it takes for the player to dodge incoming damage & hit back. The pattern of attacks coming towards the player is the same when using a Poison Zweihander or a Golden Halberd or a Unsheathe Uchigatana. Just like every other non gimmick boss in the game, resistances change the amount of time the player is exposed to his attacks & change what is “optimal” against the boss. The mechanical requirements do not change.
how does this affect the trout population
I want to articulate specifically that I am not commenting on the design of Prominence or Elo’s work, more specifically I am making observations about the boss design & gameplay in the pack, from a boss design perspective. In this thread I have already acknowledged that the design goals of prominence are very different to something that prioritizes boss fights & there is nothing wrong with that ^_^!
very unfavorably, lots of terminally online discourse causes global warming 
Then take it up with the devs of those bosses, rather than her as she does not make them.
You are commenting on her work none the less, this is her pack. The boss options for fabric as mentioned by some others are not very good in the long run. There’s a lot of limitations she has as a modpack developer.
hi ive put effort into this discussion & the original discussion was about boss design pls dont patronize me for smth i have nothing to do with
i face the same limitation in my projects & have taken steps & done research on game design & how to circumvent limitations to still change experiences
The boss designs are not of her creation. They are of their respective mod developer. You spoke of prominence as a whole.
I did read it, the way you’ve been speaking on the bosses were as if it’s a AAA game from blizzard.
examples
ive been mostly talking through abstractions
concepts like movement speed & attack speed arent limited to AAA games
same goes for punish windows & patterns
we can't compare designing a game from the ground up to a modpack, those two comparisons just won't work becuase of how limited modpack-making is
You are comparing a modpack built up of mods from hundreds of different mod devs very few if any are full time mod devs in general. Comparing it to a game with a full dedicated salaried team who all work in tandem with a solidified group of executives, designers, managers, coders, designers who’s goal is to work on this sole project. This is not the same thing.
you keep going on and on about how "your points don't have to do with prominence" but your entire rant about all this has literally been in a suggestion post about bosses in the prominence modpack, and your entire side of the discussion started by talking about concierge, which, you guessed it, is a boss in prominence. this whole thing literally reads like you're actually trying to talk about prominence and denying it, or you just have no actual point to all this
if u werent there for the original discussion abt boss design i find ur now deflection hurtful
what? i'm not deflecting anything, i'm just saying if we're gonna compare it to game development, those two simply aren't the same
this whole conversation literally reads like a rant that can't actually affect anything
sorry im very bad with tone
What’s really childish is you’re fussing about mods she cannot fully control in the way you are making claims of without violating hundreds of TOS of different devs.
im not fussing ? ;-;
You are absolutely fussing
Sorry not my intention
You have been laying frustrations and claims of changes that she literally cannot make without getting blacklisted by Minecraft and the community for violating copyright
still, applying an effect that prevents attacks every (time interval) isnt breaking dev TOS anymore than changing health or damage amounts
A lot of devs are anti data pack and anti mixin
I havent, ive highlighted why some fights feel unnatural & why just changing attributes doesnt fix that feeling
Therefore, she can only change from what is available within their defined configs
which is why ive mentioned a few times that my observations & critiques are probably not important or possible to change in this environment (referring 2 the modpack)
Which is what we have been trying to say, yet you kept going saying she can do xyz
okay, again this has nothing to do with the original post this entire thing is in as it is completely out of the hands of Nicole as the dev of the modpack this post is about
Take up the issues you have with the bosses with their respective devs.
i dont have issues with anyone
Nicole cannot build ground up on things that are not hers to control fully
which is still straw manning
You clearly do have issues with these bosses in how they feel to fight, if that’s the case talk to them.
I think issues has a too negative connotations for the sentiments i was attempting to convey
i proposed an explanation for why some things feel the way they feel (vague) & then went more in depth on my opinion
in the middle of that discussion i made a point about how the atmosphere set in a lot of modpacks feel very very similar to the first formula prominence 1 tried & tested
content & gameplay wise
You wrote paragraphs about how you felt about the bosses feeling unnatural and frustrated with the leveling system. It is an issue none the less no matter how big or small. If you don’t like it you dont have to play the pack, you don’t have to play any pack with those mods in it, go ahead and find something else or make your own.
The point of 2 was a build on from the first rendition with a lot of tuning and changes that she wanted.
i wrote paragraphs about why changing a few damage & health amounts will not restore the original flow of a fight because the environment in which the encounters take place is still very far away from their original divinely correct environment
& then i made sure to substantiate my opinions because in yesterdays discussion we were saying mostly the same things with different names
It’s what she wanted or could only change without copyright infringement
& thats cool for her & i love it that she is able to express her creativity & vision for the project in the way she does
Please, go and make a ton of bosses with these ideas in mind, cause clearly there’s a lack in the fabric side of things.
well i have
i still think that one can mention the nature of interactions & encounters without it being negative or attacking
damn, if you put that dedication into somewhere else in life you probably wont even have the time to play minecraft
Kayla have you considered: just cause you can make a suggestion doesn’t mean we care for your opinion
If obsidilith is too hard for you, I suggest you go play candy crush, you’ll have a much less frustrating time playing that then prom2 based on what it sounds like
And if that’s too hard, cookie clicker. Based on how much you’re willing to hit buttons for pointless reasons, you should be phenomenal at it
I mean, i can teach anyone how to fight obsidilith, even mythic obi, just ask and i'll tell my tips, the big one being use Crush spell from archon to immediately get rid of the rune blocks
Just get speed buffs
yeah, that's the second thing, socks from things mod or running shoes
and then the third thing would be roll enchants like multi-roll, acrobat, and longfooted
TLDR: skill issue
If my machine gun archer build that mostly stands still can do him, then anyone can
Damn this Suggestion is still alive
The suggestion isn’t, the will to clown this person is
last I checked, these enchants break if you use Transmog on the armor they are on
it's really weird... same goes for applying the visuals for the sword you get from decayed king to any spellblade
Then don't transmog
bestie that wasn't their argument at all
Crashout fr
artificially inflating stats doesn't make stuff harder it just makes it feel inflated
that heavily depends on the player tbh, inflation is a form of difficulty and it's not like you can go in and change the mechanics of a boss, granted the spawning of aberrations is pretty annoying and at high levels they can also deal a lot of damage so there's still that to look after, and there will be other affixes like this in the future
i'm just saying, it's like you're dealing 30 damage to a 300 hp boss, then late game you're dealing 300 damage to a 3000 hp boss
it's the same effect just bigger numbers
you're dying in 2 hits in either stage of the game, it's just bigger number more dopamine
i'm not saying this is a bad thing, it's literally just a modpack you can't expect much for difficulty scaling
it's not like they're reworking whole mods
you can't really do anything about it in a minecraft modpack but it's just not a good argument to say inflating stats makes stuff harder
Why has this started up again 💀
no fr
idk i was bored and going tthrough suggestions and spent time reading this 😭
condolences
you don't really have much to do when you're just afk waiting for mythic challenges
speaking of which
simply disagree because it does make it harder, they also deal more damage to you as well, they go up in hp and damage which is a form of raising difficulty 
U have a lot to do actually
my friends are offline i don't wanna make any real progression without them so i'm actually limited
U just making urself believe there is nothing to do
all the stuff there is to do i have to do w/ my friends
Still not limited but ok u think what u wanna think
Not even the balls to ping me when i made the thing crystal clear to begin with