My qualms with World Boss and suggestions on how to rework it 
- 2019.12.01 03:42 (UTC+0)
By now I believe we all know that World Boss is just a calculator with no gameplay elements whatsoever. Just throw in your units, watch a short cutscene and get measly rewards based on your score. This new 'content' can be done in under 30 seconds.
There's a lot of untapped potential in how the mode can be so much more engaging, intuitive and collaborative! I appreciate SG trying to encourage us to build a wide variety of units, but as it stands, it is very unlikely that the average player will have more than 10 to 15 units ready to go at any one time. What I propose here will hopefully encourage the same mindset, but with more forethought in a unit's purpose.
Assuming we stick to the 3-day time frame, we can break the battle into 3 phases (one phase per day). Each phase will require a team of 3 units from the player and one supporter unit from an allied guild member. Units and supporters that are used in one phase cannot be re-used in any other phase within the 3-day time frame.
3 supporter units have to be selected before the first phase begins. so discussion between guild members is encouraged to optimise supporter selection. Players that lack DPS units could request a DPS supporter, while players that lack tank units can request a tanky supporter and so forth. Selected supporters become reserved and cannot be used in the owner's main team. This would encourage deliberation as to what units the player needs and what units they can forego to support their allies.
In total, a player will need a maximum of 12 units (9 in the main teams, 3 as supporters) for the entire World Boss.
Now let's move on to the three phases. Since the World Boss is massive, I would like to think that each team is assigned to fulfill different roles. With that in mind, the phases are thus to tackle different parts of the World Boss and the results of each phase will affect the phase that follows.
The three phases:
- Endurance Phase
- Break Phase
- Damage Phase
This phase determines the number of turns that the guild will get in the Break and Damage Phase. The idea is that the 3 units + 1 supporter unit are tasked to distract the World Boss so that the other teams can do their job of dealing damage in the Damage Phase. The battle starts off with the World Boss using weak attacks that transition into powerful and devastating attacks over a short period of time. The goal is to survive as long as possible. In order to prevent this phase from becoming a slog, the World Boss will begin dealing significant damage after 4 or 5 turns. It will also be able to cleanse debuffs at set intervals and unleash an AoE attack which dispels, followed with an AoE damage move. This is to prevent cheesing with invincibility and revives. For each unit that dies, the World Boss will also increase its damage accordingly.
The rewards given will be determined by the number of boss turns the team is able to survive. There will also be a global score where the average number of turns survived of all guild members is calculated. The average number of turns will be used in the Break and Damage Phase.
This phase determines the bonus damage dealt to the World boss in the Damage phase. The team assigned to this phase is tasked to 'break' the armor of the World Boss in order to increase the damage that can be inflicted upon it. In this phase, the team has to hit the World Boss as many times as possible before the allotted number of boss turns are up. Each hit provides a 1% damage boost for the Damage phase. Boss turns will still inflict some damage and possibly some debuffs too.
The rewards given will be determined by the number of hits achieved on the World Boss. The global score calculations will apply as well, averaging the number of hits from all guild members.
This phase is when all the hard work from the two previous phases come to fruition. The team assigned to this task will be given the same number of turns as in the Break Phase to deal as much damage to the World Boss as possible. Boss turns will mainly focus on self buffing to reduce incoming damage (shields and def up).
The rewards given will be determined by the total damage dealt. The global calculation will be the average damage dealt by all guild members.
Final damage calculations will be as follows:
A= damage dealt in Endurance Phase
B= damage dealt in Break Phase
C= number of hits against World Boss
D= damage dealt in Damage Phase
E= total damage dealt.
A + B + ((100 + C)% x D) = E
I'd love to see more interaction and teamwork between guild members for World Boss, and I think my suggestion would encourage not only that, but also the impetus to help one another to improve since the final score of each phase affects the entire guild. It would also make the flow of battle much more logical than its current iteration (where all units just jump into the fray with no consideration for tactics and strategy).
Of course, this is just to show the possibilities that exist in making the mode much more appealing and thought-provoking. I do not expect SG to even look at this, let alone implement it, but if they do I would be really, really happy. Feel free to add in your thoughts and suggestions to improve this rework idea.
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