Cracker's Wither Storm Mod

Cracker's Wither Storm Mod

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[Suggestion]: Adjusted symbiont boss fight

GrandmaPork opened this issue · 16 comments

commented

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Description of feature request

I am not sure if you had playtested the fight for multiple people, but it is not balanced properly.
I was using basic settings and the issue with scaling health per player is that they can only get one or two hits in each time it becomes vulnerable. Because of this, I made it so they barely did any damage, extending the fight for way too long. I ended up restarting the server and making the symbiont always vulnerable. There were four people fighting the symbiont.
I understand that having more people can make it easier to get through the hordes of monsters it spawns, as well as distracting it, but limiting the attack to a small window after a series of attacks made it too long. Especially since none of them knew about it until the fight.

Now correct me if I'm wrong about some parts of the fight but this is what it felt like. TLDR I think the easiest solution would be to make it so it has a longer down-time, or make it vulnerable all of the time when ~3 or more people are fighting it. Or having health scaling locked to when it is invulnerable. I set it to 10 and it felt fairer (while it was always vulnerable)

commented

easily or quickly. again, i had to make it easier for my friends not being too good at combat but also because i think the system is flawed

I am currently making a config system actually. One part of it is going to be to turn the health gain down lol

commented

Aren't you able to turn down the amount of health it has per player?? I'm looking at the config, and you can set it to 0 so it doesn't gain more health

commented

The config exists, and that's cool, but I agree with the poster that having it set to 20 by default is excessive. The Symbiont's attacks target multiple players at once now, keeping the fight tense, and with how the vulnerability works, it's not like the Symbiont is taking damage any faster than in a singleplayer playthrough. The reduction in difficulty caused by having multiple players to deal with the mob swarm phase is countered by an increase in difficulty of getting enough gear for multiple players to do well in the fight at all. If making the fight harder in multiplayer is a priority, perhaps the mobs it spawns could be adjusted instead (more/fewer mobs based on nearby players, or adjust their stats and not the Symbiont's).

But if the config to allow the Symbiont to always be vulnerable is enabled, then yeah, buffing its health makes sense because having one player act as bait while the others attack from behind is an incredibly powerful strategy.

commented

@TaintedBlock , @sm644me said exactly what i was thinking. there is a config for it but the base configs should be playable. Currently, they are not.
When my friends fought it, I spectated. What ended up happening was that they would barely do any damage when they had an opening. There were other factors, like them being bad at the game, that made the fight longer than it should have been, but in the end it was mainly an issue with how the current fight is structured. I did end up making it so the symbiont was always vulnerable and turned health scaling down to 10 so that way it was not only easier (instead of leaving scaling at 20), but also possible to kill the symbiont.

commented

I turned mine up to 40 due to how much I see the symbiont be killed too easily lol. Even with the new attacks and targeting multiple people

commented

easily or quickly. again, i had to make it easier for my friends not being too good at combat but also because i think the system is flawed

commented

This was tested in our Patron event server, and this was made so that if a player had say a Netherite Sword with Sharpness 5 the Symbiont wouldn't just die when players gang up on it, and making it permanently invulnerable is a bad idea, but you can always enable it in configs if you wanted?

commented

It's meant to be a mini boss fight. Not an easy to kill mob (like it used to be)

commented

It's meant to be a mini boss fight. Not an easy to kill mob (like it used to be)

Haha it totally still is if you know what you’re doing

commented

This was tested in our Patron event server, and this was made so that if a player had say a Netherite Sword with Sharpness 5 the Symbiont wouldn't just die when players gang up on it, and making it permanently invulnerable is a bad idea, but you can always enable it in configs if you wanted?

“When the players gang up on it” but won’t they get only like 1-2 hits in? Before it becomes invulnerable again. I did adjust configs in the end. I set it so it only gained 10 health per player instead of 20 and I made it always vulnerable because they weren’t the best at combat. I just felt as though it was too much with such a small window of opportunity. I don’t know if you’re expected to start with gear or off of world spawn so I’m not sure how realistic it is to have a sharp 5 netherite sword

commented

As Naza said we did test it with a bunch of players on patron test events. But I can see the issues here so we can definitely consider looking into it and trying to balance it. Is 10% as you said better in your opinion?

commented

They will be fighting it again in a few days. I will see what works best

commented

This was tested in our Patron event server, and this was made so that if a player had say a Netherite Sword with Sharpness 5 the Symbiont wouldn't just die when players gang up on it, and making it permanently invulnerable is a bad idea, but you can always enable it in configs if you wanted?

the issue here is that most players, because of the playstyle of the mod, wont have a sharpness 5 netherite sword. by the time i find a symbiont i usually have iron gear, maybe a diamond axe, and no enchants yet. most players would be at a similar spot by the time they encounter a symbiont so it only makes sense to test it with those standards.

commented

2nd time went better, though there was one less person. My thought would be to cap the health or make it increase by smaller and smaller amounts with each player near it. 10% worked well, if someone is looking for more of a challenge then they can increase it since my friends still died a bunch, even with the ability to revive each other.

commented

And I always do. I do not expect people to have enchanted netherite when fighting the symbiont, nor the final fight with the wither storm in general. Iron typically suffices for the symbiont fight and is what I usually have when playtesting.

commented

And I always do. I do not expect people to have enchanted netherite when fighting the symbiont, nor the final fight with the wither storm in general. Iron typically suffices for the symbiont fight and is what I usually have when playtesting.

in that case i probably just suck at combat