02-21-2016, 01:22 AM
(This post was last modified: 05-01-2016, 12:16 AM by Seto Kaiba.
Edit Reason: added 12th item.
)
1. Have a percentage of damage done to him when his shield is down but not while he is on his knees.
2. Make the time that the boss goes down less random. (Suggestion by Dreadark)
3. Fix the bosses aggro. (Suggestion by Rotshout,Unpoke and Tobias)
4. For starters, most of the time when he gets up, he starts to move towards someone, so everyone is like, "oh, alright, I guess it's fine to stand still now", then 5 seconds later he randomly teleports behind you, and instantly swings. Which basically kills you.(Suggestion by Tobias)
5. Half the hp/dmg of the rats.
6. If he switches targets, he can't use abilities for 10-5 seconds.(Suggestion by Terran)
7. Give players a buff that gives hp regen and a dmg bonus that increases as players die (starts off with no bonus and max 1-5 hp per 10-5 sec at 1 dead 1 hp per 10 sec then for every person that dies adds 1 hp and removes 1 sec from the delay between heals and added 20% per player dead up to 100% double damage, bonus is lost when a respwn occurs)
8. Introduce a cooldown between abilites(he used floor sweep then teleported)
9. Mobs don't spawn on the pillar that is "active"( as in the pillar that is currently being melted/destroyed.
I may add any other suggestions anyone else has.
2. Make the time that the boss goes down less random. (Suggestion by Dreadark)
3. Fix the bosses aggro. (Suggestion by Rotshout,Unpoke and Tobias)
4. For starters, most of the time when he gets up, he starts to move towards someone, so everyone is like, "oh, alright, I guess it's fine to stand still now", then 5 seconds later he randomly teleports behind you, and instantly swings. Which basically kills you.(Suggestion by Tobias)
5. Half the hp/dmg of the rats.
6. If he switches targets, he can't use abilities for 10-5 seconds.(Suggestion by Terran)
7. Give players a buff that gives hp regen and a dmg bonus that increases as players die (starts off with no bonus and max 1-5 hp per 10-5 sec at 1 dead 1 hp per 10 sec then for every person that dies adds 1 hp and removes 1 sec from the delay between heals and added 20% per player dead up to 100% double damage, bonus is lost when a respwn occurs)
8. Introduce a cooldown between abilites(he used floor sweep then teleported)
9. Mobs don't spawn on the pillar that is "active"( as in the pillar that is currently being melted/destroyed.
I may add any other suggestions anyone else has.