nightsky11 6 Posted October 18, 2018 I know this is a PKING server but spicing up PVM in the wildy attracts pkers. so basically a new boss idea boss lair in deep wildy, requires a team to kill it. Can be instanced or not . Devs decide. basically the idea is similar to the kalphite queen on Rs eoc killing the boss would atleast require +4 players as a team working in a coordinated manner. A team would need a tanker, 2 main dpser, back up tank+dps. Boss would focus on one player thatl take up the role of tank the boss will have melee range and mage phases, including spawning multiplr minions. hitting all players at the same time which would require timely pray switches more so focusing on the said tanker. make it insanely difficult and a perfect way to add new items in game. Requires higher tier pvm gear once in the lair, all players are tbed until level 20 wild. Pkers cannot attack you in the boss lair and logging out should not help with the tb time. Share this post Link to post Share on other sites
Kellatha 631 Posted October 18, 2018 2 hours ago, nightsky11 said: once in the lair, all players are tbed until level 20 wild. Pkers cannot attack you in the boss lair and logging out should not help with the tb time. Was nice until this part. So you want to kill a boss that takes good gear(unspawnables), a team of 4+ people(each risking bank), all with only gear meant to be for pvm that just happens to amount to a lot of risk. Worst part is the boss would also drop gear that would further add to that risk a person has. Seems pretty insane to slap people in the face like that with a hard boss that takes time and coordination to kill only to have to run 30+ levels to safety as a team(open to backstabbing). Everything was golden until you suggested that little part. Seems heavily focused on "Let's kill pvmers with risk" and opening the gateway to PvM player massacres at the convenience of every multi pker ever. Share this post Link to post Share on other sites
nightsky11 6 Posted October 18, 2018 Good feedback . we can probably ditch the TB part then Share this post Link to post Share on other sites
nightsky11 6 Posted October 19, 2018 New idea; each phase should make the boss more vulnerable to a specific attack style. for example- during the range phase- the boss is weaker to melee, during the mage phase- the boss is weaker to range, during the melee phase- the boss is weaker to mage Share this post Link to post Share on other sites