@Knight-Raime said in Fellwyrm is terribly designed:
I can agree that when he's mobile he's hard to hit for some classes. I don't find that to be a problem strictly because he's not constantly mobile. Which is why I made the comment about aggro. I won't disagree about the lock on/auto targeting system being poor. But that's really more of a jab at the game itself than an issue specifically with the fight. If high mobility alone were the problem here than Luther teleporting to stab the ground would be something else to call out. But it isn't. So clearly it's not just mobility that makes the experience feel "bad." But rather they way it's done.
Considering aggro is usually tied to the person doing the most damage who is most likely one of the 12 people rushing down the down the boss and not staying back it usually means the boss is nearly constantly moving his hitboxes or using a knockback which oddly enough makes Techer and Force (mainly Force though) frustrating to play, but they already suffer a lot anyways (other classes and weapon types feel the pain of near constant moving hitboxes but not as much as Techer or Force). Luther's fight as whole is more geared towards the relatively slow base classes so his attacks are less of problem.
I mean yea, some classes lack the defensive capabilities/mobility others do. But I don't see how this is particularly a problem with his design. If any class is more than capable of contributing to the fight then I don't see the problem. You obviously take issue with some classes performing worse than others. I don't think that is an issue because I choose to look at it as some classes excel at things that others do not.
A boss should be made so that every class can play optimally and not a select few classes. While I do think that he should still be a challenge for every class (again he is a boss after all) I still find him to be tedious rather than challenging.
It's not something i've experiences so I guess I cannot say much. All I know is i've yet to see anyone actually struggle with this. I feel like if his HP/defenses were a problem it would be apparent even if everyone is playing perfectly. But seeing as how that's not the case it feels more like you're trying to say "I don't enjoy this fight and I want it to be done asap so I can stop playing it." Which fine more power to you, but I wouldn't put that blame on the fight itself.
Again it's not exactly the biggest struggle just tedious for not very good rewards.
The only example I can think of is his big swoop attack when he's trying to ram people where you still touch a hurt box even if you're under his wings as he flies over you. That's...kinda par for the course when it comes to enemy hitbox design. Devs sort of expect players to understand what attacks are meant to hit where based on the behavior of the enemy. In this case he's trying to sweep the field. If all you had to do was not be under his body during that attack it wouldn't be a very effective one. As far as lingering hitboxes go that will require more playtime on my part. But at the current moment I suspect it's just improper dodge timing or a connection issue (i.e on your screen you cleared it but to the client you didn't.)
I want hitboxes to be accurate to it's visual representation, and not to be heavily damaged by a gust of wind. And just because it's par for the course I don't think it's a good design for either the player or the enemy to have exaggerated hitboxes. I can't say too much more about the lingering hitboxes because it could just be a client issue but this does not feel like a client issue.
Well i'd say that's a personal problem then. Not everyone plays the game to be efficient with their time in it. And there's more than enough evidence in game to show that PSO2 is about giving the player options for obtaining loot. Like how we can get Val weapons from the dragon or from the collection sheets. (as an easy example.) Not everyone enjoys buster quests either. My friend whom I regularly play with would rather take on the crimson dragon despite it being frustrating at times than farm busters because he dislikes it's format. I play both because I enjoy both equally. Just depends on my mood at the time.
I agree that not everyone plays the game to be efficient I do feel like a timed quest should give out more rewards or at least a higher chance at better rewards than one you can play at any time (granted if there's enough players anyways).
I actually enjoy PSO2 the most out of any looter experience i've had simply because it's not "go here, farm this one enemy/activity, pray to rng." It's nice that I have options. It's nice that the devs don't really need to constantly balance drop rates simply because they give people more options. It's nice to not feel like I have to rush any content because all MPA content is doable with the catch up mechanics they use to give sub optimal but workable gear into players hands. That way I can take my time when and if I want to do harder things like solo high end extremes or things like phaleg and solo PD. The chase is there if I want it. But it's obtainable in multiple ways. And it's because of this that PSO2 has taken up my entire time for gaming the past month or 2. I rarely play anything else these days.
Despite the flaws this game has it can pretty fun and is definitely one of the better MMORPGs, I'm complaining because I care. And if I didn't care I'd stop coming to forums and playing the game like any EA game. I just want the game to be than it is, something I think we can both agree with.