The Problems with Croesus
Croesus was a great addition to the game, but I can't say it's perfect. I'm sure many people would agree when I say that it's more like a group minigame than it is a boss. What do I mean by these statements?
Well:
- There's no fear of loss - we're in a contained area where death is not an issue. This is identical to pretty much every minigame;
- The boss mechanics are like Japanese trains - they're the same abilities, in the same order, at exactly the same time, each kill;
- It can be freeloaded - you can go the entire kill barely contributing anything and rack up a load of personal damage but still be rewarded;
- There's no jeopardy - if you fail the kill or get kicked out, you don't lose anything but the potential loot you would have gained if you remained;
- Combat locked abilities are essential to be efficient - Surge and Bladed Dive are very useful for getting around and avoiding damage;
- It is almost impossible to solo - I am all for group content, but if you look at group minigames such as the Great Orb Project, after a while it becomes almost impossible to find others to play the content;
- The drops are too rewarding - bossing should not be the main supply of skilling supplies, such as herbs, gems, etc. By all means, make the drops valuable, but don't chuck a load of skilling supplies in there otherwise you'll make other content obsolete. After all, why should we farm herbs if Croesus is more abundant?
I am not here to say Croesus should be updated to fix these "issues". I simply wish to explain that these features should be taken into consideration for future skill bosses.
~A~
12-Jan-2022 20:16:24
- Last edited on
12-Jan-2022 20:21:53
by
A Cole