The Sirus bossfight is incredibly bad
I would have never expected such a boring, non-interactive, repetitiv and overall stupid boss encounter design from ggg. Who thought this was a good idea? Its so bad, that i wish they would rework it asap. I would rather farm hillock, than this disappointment. The voiceline spam doesnt make it better or more "epic". Its trash, please fix it.
Last edited by Zeronemo#6195 on Dec 21, 2019, 2:10:13 PM Last bumped on Dec 21, 2019, 8:10:24 PM
This thread has been automatically archived. Replies are disabled.
|
![]() |
I agree that the boss is definitely not up to par with previous endgame bosses, but instead of just trashing it, maybe do some constructive criticism. Just venting on the forum without proposing solutions isn't getting us anywhere :) You could elaborate on what in particular you didn't like about that boss or even come up with your own ideas on how to improve it.
|
![]() |
Well the problem is that i dont like anything about the boss. I would like to give constructive criticism, but since this whole thing is just bad in my opinion, i am afraid i cant offer much at this point. They probably tried something new with Sirus, but i really really dont want more of it. Uber elder is one of the best designed boss fights i have ever played and i really hope for more mechanically intensive fights in the future. The elderslayers and sirus all lack mechanics. Just because they unload a massive firework of effects, doesnt make it interesting in the long run.
Last edited by Zeronemo#6195 on Dec 21, 2019, 4:15:53 PM
|
![]() |
In honest opinion, conquered are fairly very well designed, being as fun or more compared shaper or elder guardians.
As for mechanics intensiveness, Sirus is intense to being just RNG instead of being Fair. His fight largely require to do things correctly every step with little room for error thusly making it more of a puzzle than an actual fight. In a bad RNG this puzzle starts with a dead end or u end up with dead end after dying once or twice. The entire fight is designed with the mind set that you are gonna be stuck with a long fight because the sheer number of invuln phases. A player need to mind the Aggro because u can’t have Sirus be aggroed into some shitty corner and u end up having much harder time kiting storms. I failed my first fight but from the experience I learned how I can hopefully do better the next time around. The only real thing I would have change is have storms spawn at set locations and reset the storm position after player death. Reason being that, some players Enter the fight with death storms blocking entrances. It is not Fair for players to be punished because of game RNG unless this is totally the design intent, and if that was the case, I’m afraid this counts as a failed design. Edit, storms don’t have to be a set location every time, it just need a set of patterns, it can be different every time but just not blocking the entrance. An alternative is to grant player additional invuln time from the exit so they can make it past 1storm’s length The scam posts are the reflection of the decrease of the overall intelligence of humanity “Oh I fucked up and I’m gonna let everyone know about it” Last edited by Thessalonica#3947 on Dec 21, 2019, 7:18:03 PM
|
![]() |
took me a while to understand that the boss "pushes" the vortexes back and after that they stay still(?), unless you go outside his "ring"
if you are planning to die/logout you better lure them on the left/top/bottom. i also wonder if Slayer's 20% cull can be abused on SC for the last phase, which is the phase when the fight really starts. i got so close with my necro but then ate too many lazers :P d:-D*
|
![]() |
Not just bad, but broken. Finally had my first Sirus fight today. Went up to fight him, he put down a vortex right in the middle of the arena, and I literally couldn't get to him. Fight over in 5 seconds.
|
![]() |