Ravenswatch

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Adding a timer to the minibosses was dumb unnessarery
Oh you don't have alot of damage? And the enemy are already unbelieveable sponges of health? well too bad no mini boss rewards for you even though you skillfully survived their barrages of attacks for a long time now you get nothing and they vanish.
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Showing 1-11 of 11 comments
its just 1 kind of mini-bosses.
if you ain't sure that you can beat them in time, then just dont activate them?
Last edited by Shard of time; Feb 2 @ 12:55am
MXiaa  [developer] Feb 3 @ 1:27am 
Hello,

This was always the case for the White Lady mini-boss (Brigit) and the 3 Witches (Coven) Mini-bosses. Could you please elaborate your feedback, as it's not something that's reported usually.

Thanks!
Originally posted by MXiaa:
Hello,

This was always the case for the White Lady mini-boss (Brigit) and the 3 Witches (Coven) Mini-bosses. Could you please elaborate your feedback, as it's not something that's reported usually.

Thanks!

Well i don't know if i had the worst run i've ever had after the update but i've never ran into this problem before where the boss would just vanish if not done quick enough.
And if this was always the case my question is why? It makes no sense to me to punish a player that hasn't gotten alot of damage yet for attempting to do a boss, especially since the game has rng mechanics tied into it where you're not always presented with the best damage options.

If a player with low damage manages too survive the boss for long enough he/she should be rewarded for it by being able to finish it and get the reward if they manage to do so especially since bosses can already be such sponges of health.

If you truly want the boss to be extra difficult for some reason then make it instead of a timer that after you die it vanishes instead i'd say.
Plumber Feb 3 @ 9:51am 
The minibosses that have no timers are the ones that are worth doing early (ghoul, crab, wolf) and the minibosses that DO have timers are the ones you typically want to do late into a chapter (ghost, jinn, witches). I treat yellow/red grimoires, the straw house in ch1, ogre in ch2, and Arthur in ch3 with similar respect. If you think you can still clear even if you get a terrible enemy configuration, you can get away with doing ch1 wood/stone house early what with how much easier they are to defend.

It feels horrible to time out to an event but the bigger picture is that if you're at risk of timing out in the first place, then doing those objectives would have eaten too much time as is. Either need to put off doing them until you're stronger and can thus clear them FAST, not just consistently, or you need to completely ignore them if the run is on its last legs and scrounge up loose dream shard caches for feather altar XP to hopefully stay ahead of the level curve (want to end ch1 with at least Lv4, ch2 with Lv8, ch3 with Lv10 or the following chapters will be harder to keep rolling, let alone the bosses being an annoying 3+ cycle ordeal).

tl;dr if you're timing out then you shouldn't be doing them, and even if this were tweaked so that you got a consolation prize it'd still be a huge waste of stage time
Last edited by Plumber; Feb 3 @ 9:52am
Originally posted by Plumber:
The minibosses that have no timers are the ones that are worth doing early (ghoul, crab, wolf) and the minibosses that DO have timers are the ones you typically want to do late into a chapter (ghost, jinn, witches). I treat yellow/red grimoires, the straw house in ch1, ogre in ch2, and Arthur in ch3 with similar respect. If you think you can still clear even if you get a terrible enemy configuration, you can get away with doing ch1 wood/stone house early what with how much easier they are to defend.

It feels horrible to time out to an event but the bigger picture is that if you're at risk of timing out in the first place, then doing those objectives would have eaten too much time as is. Either need to put off doing them until you're stronger and can thus clear them FAST, not just consistently, or you need to completely ignore them if the run is on its last legs and scrounge up loose dream shard caches for feather altar XP to hopefully stay ahead of the level curve (want to end ch1 with at least Lv4, ch2 with Lv8, ch3 with Lv10 or the following chapters will be harder to keep rolling, let alone the bosses being an annoying 3+ cycle ordeal).

tl;dr if you're timing out then you shouldn't be doing them, and even if this were tweaked so that you got a consolation prize it'd still be a huge waste of stage time

I mean sure i get the logic, But it it's not even advised to challenge them this early why put them in chapter 1 lol?
Plumber Feb 3 @ 4:22pm 
Originally posted by Wolfwing:
I mean sure i get the logic, But it it's not even advised to challenge them this early why put them in chapter 1 lol?
in fewer words, do ch1 minibosses when you're at least lv3, hc2 minibosses when you're at least lv7, ch3 minibosses when you're at least lv9. don't rush them, and if you still struggle then wait for one extra lvl
Last edited by Plumber; Feb 3 @ 5:11pm
taking too much time on 1 singular objective is enough on its own a penalty, you barely have enough time to go around

to ♥♥♥♥ over low dmg comp and absolutely denying them of any reward for taking too much time ONTOP of wasting the team's time is highly unnecessary and overkill. furthermore it is ON TOP of the fact that the fight attempt takes 1 key away from the team ON TOP of possibly a feather or two because the party was struggling at the boss

just remove the time restraint
Wolfwing Feb 7 @ 11:01am 
Originally posted by Cheese.chr:
taking too much time on 1 singular objective is enough on its own a penalty, you barely have enough time to go around

to ♥♥♥♥ over low dmg comp and absolutely denying them of any reward for taking too much time ONTOP of wasting the team's time is highly unnecessary and overkill. furthermore it is ON TOP of the fact that the fight attempt takes 1 key away from the team ON TOP of possibly a feather or two because the party was struggling at the boss

just remove the time restraint

This.
actually gotta agree that djinn is way too opresive with time 'cuz he summons mobs way too often on top of having too much hp. other two are okay tho
also, if you remove timer from them, theres nothing (besides not needing to mow through mobs to them, but there must be some drawback to counter that) to differentiate them from "beast" mini-boses, suggest something in place of it.
MXiaa  [developer] Feb 10 @ 1:39am 
We'll try a small change on the Boss Jinn's possessions in our next patch. Looking for you feedback on that!

Cheers,
Plumber Feb 10 @ 9:31am 
specific to the new Jinn boss, just shaving off a few seconds from the phase transition to mitigate how long he’s
1) totally invulnerable and
2) able to recover his stagger meter
would be great yeah. He’s definitely the tightest on time of any of the minibosses because of how harshly his normal attacks wall you and how much time you can lose if he’s allowed a second possession cycle. Attempts slow enough to need two cycles can only barely defeat him in time even when playing aggressively.
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