Flying visiting from me, but with all the talk about 'balance' in an ALL against 1 Boss fight -- here is a live stats table. There is no agenda to try and get 50/50 win/loss. A variety of bosses in the 60/40 to 40/60 range provides a variety of challenge, with points awarded relative to that.
Ghostface is in such a bad ratio ... do i need to come back?
To be honest those statistics are interessting. It also shows, sadly, how often bosses are played. Garfield: Wins: 177 (49.58%) Losses: 180 (50.42%) compared to Applejack: Wins: 1078 (59.62%) Losses: 730 (40.38%)
Agreed. should reduce to a limit off -3k,-4k or -5k. thats more ok due to some bosses starting off with less hp than the amount of people on the server. For Claptrap. played him while he was available, but the model was only showing off a giant error.
I agree with Kvaser95 here, hp mod is a good idea in general BUT at some point it just has to end. I mean if the boss is really skilled like Mizuki with Darth Vader, you can take away 10k hp from him and he will still rekt the whole red team while casual players like me die when they have -6k hp mod for Knight Of Ni
With the HP mod, I've seen even the best of players fail to win (name anyone on the server, I've seen everyone lose including me - implying that I'm good xD). It's challenging to play any boss that you are good at, considering the vast amount of weapons the mercenaries have against the boss. This again relates to the current state of weapons in the server. For example, playing Aya with a bunch of phlog pyros and a large HP reduction is a pretty much guaranteed loss (pyros have 125% dmg bonus on her combined with the phlog dmg bonus and crits).
The HP mod is a nice idea, but it needs less of an impact. Having a full server of players with a shitfest of heavies standing next to an amplifier in 2fortdesk with only 10k HP is not a pleasant experience.
To not be so futile, I could help suggest the following:
Balance weapons on server!
Scale the damage necessary to rage depending on the value specified in the boss cfg and the boss' hp, could look something like:
deducted boss hp / total boss hp * (initial rage damage + players) = new rage damage.
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