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Overall, there are a few things wrong with this fight. For starters, I'd say the Archon is just too copy/pasted. His A.I. design makes him way too slow and predictable. His damage output is fine, but everything else about him is just terrible. Instead, I rather he adopt more mechanics of the actual Captain A.I. where if you get too close to him he'll actually run at you for a quick, lethal melee attack. (Replacing his AoE Melee) Mobs should also be limited in the sense that instead of just consistently re-spawning all throughout the fight, there should be a total of 3-4 waves that each spawn with increasing difficulty (number + enemy types) set for when his health hits a certain percent. It forces you to eliminate all other enemies instead, as you'll only end up screwing yourself over if you don't. Like, the first wave would spawn 20 Dregs and 10 Shanks to start with. (Just an example) If you don't kill them and his health hits the next threshold point, the second wave will spawn in and add to what is already there attacking you. And with the Archon being geared more towards mobility, you wouldn't be able to just play it safe, you would need to travel the rest of the zone to avoid being caught up by him.
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Well said. More like the way the Skolas part of PoE goes. As far as the Health/Enemy spawn tie in goes. He should also move around the map more. With the possibility of actually changing out weapons depending on where he is. For example if he is up on the platforms he whips out a huge line rifle, but when guardians move to fight him he pulls his shrapnel launcher back out. Same with Vandals and Captains, they should pull out a separate weapon to challenge you with depending on their range from you. I personally think this would add huge amounts of strategy into the mix.
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Or a Scorch Cannon of his own, instead of the Line Rifle. I actually expected to see the Fallen using those more often anyways after HoW dropped.
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Could have all three and really rock out a pace changing tactic. It would add an unbelievable amount of variety to the fight, especially if the other enemies switched between a couple weapons too!
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OH! How about he just dual wield 'em? He jumps out of his pod and grabs a Scorch Cannon with one hand, the current Shrapnel Launcher with another hand and Dual Swords for those melee attacks where he gets up close?
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That would be nuts! Maybe Dual wielding giant Shock pistols?
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Righteous.
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I think the archon is actually a pretty good boss, just close off the entrance and get rid of the teleport so players can get some distance on the boss and still be able to deal with the adds, I think the adds are reasonable if the archon didn't teleport straight at you.
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Agreed. And don't make all the enemies including the boss just bum rush you.
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Make the Archon more powerful and reduce the amount of small enemies around him. The boss fight area is too small to handle all those shanks and stealth vandals.
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The are is actually quite large, way bigger than most if you think about it. I think the enemies need to be more spread out though, again the issue is everything gravitating straight towards the player.
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Agreed.
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That sniping position at the entrance of the area where the Archon Priest is located should be locked.
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I feel the same way. I also feel that the priest should move randomly around the map, not just gravitate towards the players.
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I feel that the Priest should have a countdown to escape. A ship could come shoot at you and bail him out. It would add more stress knowing you have limited time to kill him.
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This should be combined with Shadow's idea of making the boss use his teleportation ability for something other than pure aggression. After spending all that time hiding with the Priest lurking just around the corner it would be amusing if it was changed so he was played defensively, and you had to (carefully!) go flush him out.
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Solid idea
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With the Year 1 content becoming less relevant, this would be a hilarious opportunity for the devs to inject their own sort of commentary on the player community. As the Priest retreats, we could even have NoNoBot weigh in on it. "Running and hiding? What kind of being would fight that way? It sure isn't very sporting!"
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The content itself is not less relevant, the weapons/armor are. So these alterations if they ever go through, would add lots of replay-ability to the older content in new and interesting ways.
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That sounds solid, and if you fail you start over at the beginning. Gives people an incentive not to fail. Though it would have to be a good balance of urgency with the ability to take it a little slow too. Say if it regularly takes 10 minutes to beat him, the timer could be 13 Minutes. Gives you some leeway without too much leeway.