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03-Jul-2013 - Vorago: High-Level Boss Fight


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#61
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Keep the mini's apart on phase 3 and also try to kill them simultaneously to avoid the 2nd one enraging.

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#62
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I asked Mod Chaose what success rate they were shooting for - he didn't bother to answer.

I asked him why so many specials ignore defensive abilities - he said that it was to 'encourage more ability variation' or something like that. Which is weird because it discourages defensive abilities.
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#63
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Livestream on youtube: on final phase, doing well, world DC's. FML Jagex stop DDOSing.

#64
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Livestream on youtube: on final phase, doing well, world DC's. FML Jagex stop DDOSing.

Vorago's trump card :P

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#65
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Vorago's trump card :P

Well he is the living embodiment of the world right? So DC'ing everyone is kind of like his equivalent of being a telenoob?

#66
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Vorago's trump card :P

Well he is the living embodiment of the world right? So DC'ing everyone is kind of like his equivalent of being a telenoob?

I'd have to say so, yeah.

I asked Mod Chaose what success rate they were shooting for - he didn't bother to answer.

I asked him why so many specials ignore defensive abilities - he said that it was to 'encourage more ability variation' or something like that. Which is weird because it discourages defensive abilities.


Really? Considering the bulk of people ONLY use shield abilities to tank.. Encouraging the use of shield abilities for everyone and not just the tank.. is more variety then everyone using the dual weilding ones, for sure

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#67
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Nex gear market is craycray atm... Lots of flips to be had.

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#68
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I asked him why so many specials ignore defensive abilities - he said that it was to 'encourage more ability variation' or something like that. Which is weird because it discourages defensive abilities.


What he meant to say is 'defensive abilities were designed to be used on normal monsters'. Plus, after EoC beta finished, that was exactly how they worked – you would use Resonance just before Nomad's (or any other boss) high damaging hit, the effect icon would appear, you would take damage and die, then respawn and then resonance would time out as if nothing had happened. Quite a while later they 'fixed' it by adding the ability to soak damage (just not heal the player). However, they always intended for Barricade/Immortality/Resonance AND other taken damage reducing abilities to be prohibited during boss encounters.

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#69
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Surprised nobody's mentioned it, dunno if duel arena is still a big thing but if it is ddos attacks are probably going to spike.

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#70
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I asked him why so many specials ignore defensive abilities - he said that it was to 'encourage more ability variation' or something like that. Which is weird because it discourages defensive abilities.


What he meant to say is 'defensive abilities were designed to be used on normal monsters'. Plus, after EoC beta finished, that was exactly how they worked – you would use Resonance just before Nomad's (or any other boss) high damaging hit, the effect icon would appear, you would take damage and die, then respawn and then resonance would time out as if nothing had happened. Quite a while later they 'fixed' it by adding the ability to soak damage (just not heal the player). However, they always intended for Barricade/Immortality/Resonance AND other taken damage reducing abilities to be prohibited during boss encounters.

which simply makes them useless where they matter most; so why bother putting them into the game at all?


also, jagex seems to have poured coffee on their servers again, as worlds seem to be going up and down like tennis balls; my friend almost lost 600m dking due to world going down for 5 minutes... and then dardan got world-tank-- VORAGO TRUMP CARDED.
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#71
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I asked him why so many specials ignore defensive abilities - he said that it was to 'encourage more ability variation' or something like that. Which is weird because it discourages defensive abilities.


What he meant to say is 'defensive abilities were designed to be used on normal monsters'. Plus, after EoC beta finished, that was exactly how they worked – you would use Resonance just before Nomad's (or any other boss) high damaging hit, the effect icon would appear, you would take damage and die, then respawn and then resonance would time out as if nothing had happened. Quite a while later they 'fixed' it by adding the ability to soak damage (just not heal the player). However, they always intended for Barricade/Immortality/Resonance AND other taken damage reducing abilities to be prohibited during boss encounters.

which simply makes them useless where they matter most; so why bother putting them into the game at all?


As I said, from the design perspective they are perfectly good abilities, but they are OP at bosses. If you can completely block 2k-7k damaging hits for a certain amount of time, that is the only ability you will be using instead of risking everything for a 1-2 hit KO just to deal a little more damage (since you can freely deal damage while immune).
That is exactly what the 'ability variation' comment meant.

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#72
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What he meant to say is 'defensive abilities were designed to be used on normal monsters'. Plus, after EoC beta finished, that was exactly how they worked – you would use Resonance just before Nomad's (or any other boss) high damaging hit, the effect icon would appear, you would take damage and die, then respawn and then resonance would time out as if nothing had happened. Quite a while later they 'fixed' it by adding the ability to soak damage (just not heal the player). However, they always intended for Barricade/Immortality/Resonance AND other taken damage reducing abilities to be prohibited during boss encounters.

That's just pants on head retarded. When I play final fantasy do I put up barrier, shell, or wall on every random encounter? No, I use them during boss encounters. I kind of assumed that was the point of those abilities as well, but leave it to Jagex to get it completely ass backwards. How about instead of prohibiting them you balance them better.

#73
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I asked him why so many specials ignore defensive abilities - he said that it was to 'encourage more ability variation' or something like that. Which is weird because it discourages defensive abilities.


What he meant to say is 'defensive abilities were designed to be used on normal monsters'. Plus, after EoC beta finished, that was exactly how they worked – you would use Resonance just before Nomad's (or any other boss) high damaging hit, the effect icon would appear, you would take damage and die, then respawn and then resonance would time out as if nothing had happened. Quite a while later they 'fixed' it by adding the ability to soak damage (just not heal the player). However, they always intended for Barricade/Immortality/Resonance AND other taken damage reducing abilities to be prohibited during boss encounters.

which simply makes them useless where they matter most; so why bother putting them into the game at all?


As I said, from the design perspective they are perfectly good abilities, but they are OP at bosses. If you can completely block 2k-7k damaging hits for a certain amount of time, that is the only ability you will be using instead of risking everything for a 1-2 hit KO just to deal a little more damage (since you can freely deal damage while immune).
That is exactly what the 'ability variation' comment meant.


Maybe if they actually designed a boss that wasn't based on 1hkoing and instead on dps barricade wouldn't be op.

Here, I'll pull one out of my ass right here. Every 20 seconds and after a warning, the boss uses a version of unload that hits you regardless if you move for 70% (reduced by 1% for each level your armor is over 60) of your lp every 2 seconds and lasts for 10 seconds. You can have a friend provoke him off of you which will cause them to immediately take the next hit as well as the bosses attention (no 2 second delay), or you can use barricade/immortality and it will instantly switch to the player with the lowest lp. It's a mechanic that rewards skill (as much as rs can), can be done with as little as 3 players (2 when level 95 armor comes out) though obviously a bigger team is an advantage, and doesn't ignore any of the equipment/levels you've worked so hard for.

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#74
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which simply makes them useless where they matter most; so why bother putting them into the game at all?

There are two tropes for that, because it just wouldn't be gaming without abilities and items that work everywhere except when you'd actually want to use them.

#75
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Vorago's trump card :P

Well he is the living embodiment of the world right? So DC'ing everyone is kind of like his equivalent of being a telenoob?


So glad to see that Chris L used the pushed back date to iron out all those engine problems etc that he mentioned yesterday...

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zP2k8Ej.png

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#76
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Anyone able to confirm what the trimmed requirement is?

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#77
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Vorago's trump card :P

Well he is the living embodiment of the world right? So DC'ing everyone is kind of like his equivalent of being a telenoob?


So glad to see that Chris L used the pushed back date to iron out all those engine problems etc that he mentioned yesterday...

What do you think the engine is?

#78
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Anyone able to confirm what the trimmed requirement is?

Personally poke his eye out..-.-.
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#79
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which simply makes them useless where they matter most; so why bother putting them into the game at all?

There are two tropes for that, because it just wouldn't be gaming without abilities and items that work everywhere except when you'd actually want to use them.

#1 completely accurate. But you have to keep in mind that giving players free 100% damage reduction is extremely powerful and not compatible with making hard bosses that require you to do something to avoid damage. These abilities *are* still useful and balanced in PvP and other parts of the game that are not balanced around huge hits from boss monsters.

#2 has nothing to do with this. The defensive abilities are very accessible, which is the whole point. You can use them so often, that it would negate a huge portion of the damage you receive, and make it mandatory to use these abilities on the same boss attacks every time (thus killing variety in ability usage which was mentioned earlier)

I just wish there'd be some way to tell what attacks the abilities work on, and what they don't. It seems terribly inconsistent and requires you to look up everything on wikis.

#80
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which simply makes them useless where they matter most; so why bother putting them into the game at all?

There are two tropes for that, because it just wouldn't be gaming without abilities and items that work everywhere except when you'd actually want to use them.

#1 completely accurate. But you have to keep in mind that giving players free 100% damage reduction is extremely powerful and not compatible with making hard bosses that require you to do something to avoid damage. These abilities *are* still useful and balanced in PvP and other parts of the game that are not balanced around huge hits from boss monsters.

#2 has nothing to do with this. The defensive abilities are very accessible, which is the whole point. You can use them so often, that it would negate a huge portion of the damage you receive, and make it mandatory to use these abilities on the same boss attacks every time (thus killing variety in ability usage which was mentioned earlier)

I just wish there'd be some way to tell what attacks the abilities work on, and what they don't. It seems terribly inconsistent and requires you to look up everything on wikis.


Dpsing the entire kill with the same ability rotation has about as much variety as using defensive abilities on every 1hko attack.

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