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Stop making bosses magic immun

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Zswordsman
Aug Member 2019

Zswordsman

Posts: 145 Iron Posts by user Forum Profile RuneMetrics Profile
Topic. Trailblazer league has taught me that magic is useless in endgame content because every boss is immune to it.

This is partially a problem from the fact that end game content design is very 'only one solution works, and if you don't have that solution you lose'. Said solution is also universally gated behind different end game content following the same rule. But either way, every fight is either 'did you bring stab?' 'did you bring slash?' or 'did you bring range?' and that is, frustrating as all get out.

27-Nov-2023 01:59:11

Zswordsman
Aug Member 2019

Zswordsman

Posts: 145 Iron Posts by user Forum Profile RuneMetrics Profile
Which is fine, I'm not talking 'Bis'

I'm talking 'viable to even get your foot in the door'. Given the triangular structure of Melee>Ranged>Magic>Melee that the game uses, I would expect magic to be a viable choice for a at least, 1/3 of the end game content. Maybe closer to 2/5s or actually half, but a bare minimum of 1/3.

It has no raid viability, except on 2 bosses that are hardcoded to force it (and one of those bosses is optional.) All of the Forgotten Four are borderline immune to it, the Nightmare is borderline immune to it, the phantom Muspah is all but immune to it, there's just no gateway to endgame for mage's, and even if there was, they have minimal value in a dedicated role because, everything in endgame just doesn't care.

Ancestral and Virtus robes may as well be dead content because by the time you can get them, you have nothing to use them on and they don't make any of the adjacent content any easier, just overpowering stuff that you'd already consider free if you're at the point you can get them.

28-Nov-2023 07:39:08

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