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boss battles

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Post by Jeantall Tue Nov 17, 2015 7:40 pm

As it stands two if not one player makes it to the boss we lose and due to the fact they can stay in the fight for the entire fight. And there is currently no way to stop that as by the time the system updates the player has entered the front door their already hitting the boss. There for if they break the base its a free win if were not already in a fight with them. Also take into account the hollows can not even attack the rank holders puts us unable to defend the boss is a fun manner without resorting to a type of battle holding that is not covered in the rules.

Suggestions would be to allow us to attack them while their on the boss, to create a delay before they can move when they come in so they have a chance to be attacked. Or yiggy has pointed out maybe have us defend certain points on the map if we hold the boss is massively buffed.
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Post by Hunata Tue Nov 17, 2015 8:00 pm

The system as it is, in my opinion, is flawed certainly. There are a number of ways to fix it and it will be done, but stalling a fighter will remain a legitimate tactic no matter what. Stalling a fight has always been a thing, since before rank 8 was released. Used to be, before invasions, that someone stall the stronger fighter so that an even stronger allied fighter could finish off the enemy when you were dead. It's prudent to halt a strong fighter for as long as possible, and is a legitimate tactic used by real armies throughout history. Ever heard if the Battle of Thermopylae? Small force held a large one off for as long as possible to allow the smaller forces main army to prepare. Or what about the Alamo? They all share the same concept. Go into certain death and hold off the enemy as long as possible to prevent them from gaining a tactical advantage (in this case, a boss boost.) The only legit way to fix this, would be to lessen the amount of time in turns. Maybe 20 seconds rather than 30. Regardless, it's not going to go away anytime soon and I see no reason for it to go away either.
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Post by Lacrimosa Thu Nov 19, 2015 6:07 am

I think what Jeantall is trying to say is that Invasion Boss fights are extremely one-sided as of now, and he's hoping that WoBers would suggest ways to change that.

I like the idea of buffs and believe even debuffs would make invasions much more dynamic and give the lower levels something to do other than hide in barracks for the storm to blow.

Special squares can randomly spawn all over the invaded map with a multitude of effects. Players would need to stand on it and sacrifice some pools for a whole minute (like how damage is dealt to bases) for the effect to activate.

Effects could include

For Invaders:
Increase Invasion Time
Defender Boss Damage
Decrease in Defender Boss Offense
Decreases in Defender Boss Defense

For Defenders:
Decrease in Invasion Time
Defender Boss Heal
Increase in Defender Boss Offense
Increase in Defender Boss Defense
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Post by Lsmjudoka Sun Dec 06, 2015 4:43 am

There's a planned feature that may help with the not being able to attack rank holder part, I've been planning to make a "repair base" option for if there's nobody you can fight. I'll duble-check my notes and make sure that's in the plans for 2.6.0 - Most of the race-feature updates will have to wait for that update as they all kind of affect each other. I will look into making other counterplay around defender bosses/invasions as well.
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