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Báo cáo lỗi dịch thuật
Lord Soulfirius currently employs 5 pseudo-abilities; 4 are in his AI rotation from the start, and the 5th is added when he drops below 50% health.
After that Soulfirius takes a brief delay to charge up and unleash a wave of Infernal Fireballs right below him.
He repeats the process another 2 times, each time the duration of the Nova is decreased and the speed of the sniping Infernal Fireballs is increased.
Soulfirius ascends to the top center of the room, and unleashes a Nova of Meteors (1 impact damage) alternating between direct Fan and missing Fan.
Direct Fan is when the centric Meteor is on a straight collision course with your character (assuming you are not moving).
Missing Fan is when the 2 centric Meteors will pass right by your character without hitting it (assuming you are not moving).
In singleplayer, to safely avoid this, is just to run straight ahead until you get to a wall, then turn around and run back. The Nova Fans will align in a passage where your character should be safe.
This mechanic is not optimized for Multiplayer yet.
These are the 5 pseudo-abilities you will see him using. They are all fairly easy to dodge, if you understand what is happening.
It's fine, i designed him with this in mind. If people put the effort to utilize Protection Magic and cheese him completely with Fire Immunity, that's ok. It's a part of the game.
Originally he was intended for a LV5-7 dungeon though (which is why i didn't even care in first place about protection spells used in his fight).
But it was insisted on forums that the difficulty of that boss is too high for LV5-7 (to which i partially disagree).
You won't be able to use Protection Spells anyway when you will fight his Heroic Difficulty Version (which is coming up as soon as i get the problem with the workshop resolved), which will be a true challenge.
I'm open to any feedback on how to improve things though, i just not seem to be getting any.
I don't know if you want experienced player to play with a low level game or beginners. For beginners it would be impossible. as an experienced player, i think it too much difficult.
For the difficulty, spells can be dodge, if you are too close, he would one shoot you, you haven't the time to react. And if you cast spells, you can dodge his spells. If he touch you, he will be punished heavily.
You dodge a sequence of attacks, you get time to hit his face afterwards.
And before he does anything he lights up with a Projectile Reflection Aura (because there wasn't anything better).
For the sake of balance I'm willing to argue it would be a good idea to increase the duration of the warning segment, so that players would have more time to retreat. It is mostly about reflex however.
At some point you routinize the encounter so much, you will think the boss is easy and could be more difficult.
With that in mind i keep a middle-way balance for this boss. You won't be able to kill him on the first try, because you don't know what he does, so you have to die a couple of times before you learn his mechanics. And since dying cheap deaths apparently is fine (seeing how it is occuring so often in other people's maps), this map intentionally has less cheap deaths integrated by itself, but you make up for it by dying to the boss.
As for difficulty, from my expectation all players that play multiplayer have atleast played single-player because you learn alot of valuable things from it. So my first thought was that LV5-7 is fine, since you atleast get through the first 2-3 Official Maps which have alot of cheap deaths integrated, before you get to face this.
As a Side-Note: I totally should put a bunch of Improve Scrolls at the end of the map, so people can fix their equipment. I hate how you lose equipment efficiency every time you die in Multiplayer.