Boss — различия между версиями
Blood (обсуждение | вклад) |
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Текущая версия на 04:13, 7 августа 2013
Fighting against certain high ranking boss creatures in its "area" will cause the soundtrack to shift to "BossBattle" playlist.
Dynamic event bosses[править]
Bosses which appear as end goals of dynamic events are most notably characterized their immense difficulty they pose compared to other foes in the area. They also scale in overall strength and difficulty according to number of players participating in the event – some bosses scale up to as many as a hundred players, most only up to 10 players. During these events, the players must deal damage to the boss or any other enemies spawned by the event to receive rewards. During the "World Boss" battles, such as the Shatterer, or during well-known meta event boss battles (such as during the Frozen Maw meta event), a large number of high level players might make it difficult for players of lower levels to earn proper rewards, even if they tried their best to participate in the event of their own level.
Personal story bosses[править]
Bosses in personal story instances scale according to the number of players in the party, similiar to event bosses. However, all bosses in personal story instances are designed to be defeatable by all characters, even when alone, as long as they are close to recommended minimum level of the instance. Many personal story missions involve fighting and defeating a particularly strong foe close to the end of the mission. There even exists a few boss monsters similiar to "World Bosses" in personal storyline.
Боссы в подземельях[править]
Bosses in dungeons don't scale – they are designed to provide a challenge for no less than five players, though many dungeon bosses can be tackled with fewer stronger and more skilled players should the need arise. All dungeons have boss battles, and while most are required to be defeated before the party can progress further into dungeon, some bosses are designed as optional encounters, while some can be avoided by other means even if they were originally designed to be part of the dungeon path being played. Notably, while fighting in dungeon, none of the party members will be able to use waypoints, which makes boss encounters in dungeons especially dangerous regardless of strength of the player characters (due to dynamic level adjustment).