Boss Rush Event: Info & Rewards *Updated
Comments
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JHawkInc wrote:Do the health packs NEED to be adjusted when you've got 8 hours to do each wave? There's plenty of time for them to regen and for you to get through and finish a set of clears, right?
You are expected to wipe vs. the boss. judging by the flavor text, we are expected to see "how far we can get" against the boss. In previous boss fights, it was common for weaker rosters to be scaled out, and only the strongest players to be able to beat the rd 8 boss. In this event the bosses are in waves and they are scaled. Everyone is wiping by rd 6, if not earlier.
Each round offers 5 or 6 chances at the boss depending on your timing. Wiping each time for partial pts means needing 12 or 15 health packs, just to field the same team for those fights. The difficulty and unknown scoring requirements ensures that you'll need to bring your best team to each sight.
Pile on top of that the expected node scaling increases (should hit in 26min*), and yeah, doing your best in this event will be requiring a couple dozen health packs per cycle.
Oh, darn, they are capped at 10.
Well, you can stagger your play throughout the day and make the best of it. 8hrs / 35min = almost 14 heals generated every cycle.
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* Yep, scaling ticked up at start of 4th cycle, as usual in boss fights. oh well, there goes one possible bright spot LOL0 -
I couldnt read everything , so has this issue been tackled already ? :
the previous boss battle had the rewards fixed (like in PVE) with cp at 1st, 4th and 6th on the 8 if I remember
so winning at least once allowed to win at least 1 cp
is this system already gone, or the order of rewards has been changed ?
because the 3 times I managed to beat round 5 , I got 1000iso, then 500iso, 500iso
not to mention that anyway, even if you won every boss waves, there isnt even enough points to win 8 rewards so it seems really poorly implemented on that aspect also...0 -
It's almost noon at Boston, I guess they're still drawing straws about who has to answer Hi-Fi's mails.
Timely communication from Demiurge on a Friday, as always.
Yes, I'm getting bitter about these continued "whoops, people like this idea of ours WAY less than we expected!" moments and the ensuing radio silence.
I'm still waiting to hear if I'll be compensated for the zero ISO instead of double ISO I got by playing Dino in Slice 1.0 -
Kabir WAS on a moment ago...0
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Bowgentle wrote:I'm still waiting to hear if I'll be compensated for the zero ISO instead of double ISO I got by playing BFF in Slice 1.
But I think we already know the answer.0 -
I'm also in the r6 boat floating down river Styx to meet my maker; Phoenix. I calculate only 36 more health packs to "clear" the round0
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Escape2victory wrote:I just made it to Round 7. 2 pints of beer, a Scotch, a lager and pork scratchings this time. Looking forward to Round 8.
Boss Rush ?.. don't worry, it'll go away soon for an autopsy.0 -
Good intentions with the event are marred by the continued poor execution. Consider this par for the course.
#YSTL0 -
Round 6 is a cruel, cruel joke. Starting with OML leading into Boss Jean? OML was easily handled. Jean passived into a match 5 and wiped my full health team.
Kudos.0 -
Reset ushered in the subnodes to increases in level too. Hooray! Knew it would happen but its still a kidney punch.
This event is a farce.0 -
Two quick things:
1) Just made it to round 6, and there is little in this game more demoralizing than watching Phoenix use an ability that cost 20 AP 3 turns in a row. Yeah....totally "fun" event.
2) If the point of this event was supposed to be "It's insanely hard, but fun!", I would have no problem with a version that plays just like the current one, but boss battles are "free", and by that I mean, when it's over, your heroes are healed back to whatever HP they had when they started. That way, you essentially throw your best team out there, do the best you can, scramble for partial points, and then go fight rounds to get back in there. As it currently is, it feels like a money grab to make people buy health packs during what is supposed to be a fun anniversary event.0 -
In Round 6 my Boss waves lvl 484 - 491. But hey, at least I get to look forward to a 2* Storm progression reward if I can accrue another 150,000 points.
Dipshits.0 -
Guess they just wanted to give me the weekend off from PvE. ¯\_(ツ)_/¯0
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Fightmastermpq wrote:famousfoxking wrote:xidragonxi wrote:Guys, this was actually fun. No sarcasm.
Great! Maybe you could provide some tips on how to make this enjoyable?Using OML (420), Phoenix (435)
Ah. Nevermind.0 -
Hey everyone. I love this game. My initial reaction to the new event was quite positive.
But the format of the event (nodes followed by 3 bosses in a row) takes away from the fun that should be had.- Who's the target audience?
- Ditch the side nodes
- Gotcha?
I was really excited to see what Wolverine Unleashed would look like. The first time I got to him, however, he just killed the last two members of my team on his first turn before I got to even look at his powers. (The second time I beat him with winfinite so his "clever, exciting, cool" powers were n/a.)
"Gotcha!" some clever dev said. "You know those two bosses you just fought in a row, (probably the hardest fight you've ever played if you're not a Round 8 Civil War alliance), well, turns out you were supposed to be denying green the whole time! Ha ha, start over, tk." Cruel tricks aren't very fun, and better saved for final rounds than used when introducing a new character. But really that just leads me to my last point--- Boss Rush is the wrong format for Boss Rush
It seems to me like Boss Rush was designed by an engineer who is a gamer who wants a challenge, not a thoughtful game designer who wants a fun challenge.
We need to fight the bosses first to get a feel for them before we are thrown into the shredder. The first few rounds should have been solo boss fights (with some tricks and traps, maybe a wave of 12 weak ultron sentries before ultron shows up, e.g.) If you need side nodes, either make them optional resource rewards like I mentioned above, or use them to pit us against solo bosses at beatable difficulties, so we can see how they work (and appreciate the design), then rise in difficulty gradually as the player progresses. It's not a co-op event, it's a Gauntlet, so the difficulty should increase like one.
In conclusion: Next time, you should focus on the boss fights and cater to players of a wider skill level.0 -
I'll add to the sentiment that I'm not enjoying Boss Rush at all. I get the impression that players aren't intended to win but simple whittle away at their progress bar and get as far as they can. But that is not enjoyable in my opinion. I guess in the big picture it can be viewed that way, but I'd like to feel like I have a chance. I was able to win twice in Round 4 and gained points to make it to Round 5 and I think I may be able to achieve Round 6 but there won't be time to get further I'm fairly certain. Earning too few points.
And if that was the intention, I imagine that was also the thinking behind the original Galactus event. If so, they should've learned from that it wouldn't go over well.
Boss Rush and BFF were good ideas but not good implementation. They need a play test group to provide feedback before these go live.0 -
Boss rush would be great if it were two easier bosses, with the third being very tough. So then you could save up your AP by fighting the first two bosses, and then you could unleash all your major attacks on the final, deadly boss.
But instead, if you save your AP and avoid doing attacks on the first two bosses, they will just kill you. And even if you miraculously win, you barely make any points toward progression, plus you still need to use 3 healthpacks, so it's a bit frustrating.0 -
I ask the same question now that I did when Galactus was designed as a problem you couldn't solve by design.
I don't like the phrase in general but I'm talking design philosophy and theming here rather than tossing out a tired meme about business strategies. If we're meant to lose in the event, why are the characters not regenerated to full health after the attempt?
This was an issue with Galactus. The idea was "He's unbeatable because he's Galactus, obvs. So he's going to swat you away and carry on with what he's doing". Okay, fine, but why do I have to spend 3 health packs after he's swatted me aside?
Same here. If the goal is to get as far as possible and grind away at point values:
1) Why do the pins increase in difficulty at all, isn't the boss tough enough as it is? Remember Galactus round 1 where the pins were so absurdly difficult some people couldn't even GET to the boss?
2) Why am I penalised for playing the boss mode as it's designed? Imagine playing Halo but every time you killed an Elite you lost part of your shield. You'd think Bungie or 343 Studios had gone raving mad. And yet here we are being told the goal is to get as far as you can and finishing is a bonus...but if you fail to finish you're stumping up 3 health packs for being such a loser.
This is *literally* the same list of problems as Galactus last year. It's quite uncanny, really. Boss is too hard and designed to wipe your party. Pins will eventually become too long winded and grindy to be fun. Health packs are drained within a half hour. All the while the devs seem somehow completely oblivious to the fact that repeatedly dying and losing in a game *isn't fun*.
I gave you guys the benefit of the doubt, I said in several threads about this "I reckon they just turned boss scaling on by accident, or someone set the scaling too high by accident" and then the first dev reply we got expressed puzzlement that we weren't enjoying being flogged to the bone.0
This discussion has been closed.
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