No more boss insta heal when they run away
Its really frustrating when a wandering boss goes to far from its aggro point and runs back and insta heals making you slog through the whole fight again. This is especially frustrating when your healing is more restricted. Can't they just heal up slowly instead?
Comments: 8
-
11 Jul, '22
VampireAddamsAs a PvE enthusiast, I 100% this. And like most things in V Rising, this could be an option you could turn on or off on your servers/saves.
-
19 Jul, '22
lupI disagree with this.
Disabling this would tenfold the boss cheesability.
You already are able to semi-cheese bosses by having a friend go out of arena to heal. -
28 Jul, '22
ChronxI have to disagree with this one.
If you leave the "boss arena" then you're basically forfeiting the fight so you can stay alive. If a V Blood regenerated slowly after you leave the arena area you could just fish/cheese it in and out of engagement to kill time for cooldowns / potion regen, etc.
Not to mention it would likely be very difficult to keep intended boss fight phase mechanics going if it didn't do a full reset -
31 Jul, '22
DripyulaAs much as I can agree with the idea - sadly the bosses would become too cheesable with it.
I defeated Solarus after 5 attempts and he chased me off all former times.
The game is easy if done with a calm head & preperation.
An occassional set-back makes the 'inevitable' victory only more satisfactory too. -
05 Sep, '22
GiolendiusI would really like this thing for WANDERING boss only.
I agree that this would make stationary bosses too easy, but we would need something for wandering bosses. It happended to me multiuple time that Tristan, Vampire Hunter was down to 10% health, and suddendly he "decided" that the fight was not appealing and he ran away. So he was fleeing, not me.
For wandering bosses the "aggro point" is not known, so it is frustrating when you had tried hard and almost won, but you had to start over again, withtout really know how to keep aggro of the V Boss.
This does not apply to stationary bosses, as you definetly know when you leave the arena.... because you are defeated and you want to flee! -
03 Oct, '22
TimPlease do NOT do this. It removes the difficulty of the bosses and doesn't make it as rewarding after you beat them.
-
20 Nov, '22
KashirouYes, while I can see why we wouldn't want bosses to be kiteable forever, it is definitely annoying when in the middle of the fight the boss just decides it wandered far enough and turns invincible, heals to max etc.
Just make them heal gradually and at least stop them from running if they are back in their active zone? And/or set up the active zone properly? It is kinda weird that we are fighting on the actual path the boss takes but suddenly it's too far for it? The Bright Archer was a prime example, she started fighting with the undead and when I attacked her, apparently it was too far from the door since that's where she started her fight... -
10 Jun
Jake TurkleeIf you have problems with this, then the problem is with you, and not with the mechanics. I don't mean to be rude, but there is a very simple solution to this problem. Just don't go too far in one direction, and if you do, just turn around and go straight in the opposite direction. You can memorize the approximate location where the fight started and walk around it within a radius of 1 of your screen. Wandering bosses also like to annoy you by chasing you for too long, when you would already like to leave the battle. But these are 2 sides of the same coin.