Guardian bosses mechanics is terrible

When playing a melee character such as scrapper or striker, the boss does random undodgeable attacks which literally takes 40% of your HP without warning. Why does these bosses not have INDICATORS which shows when an attack is supposed to happen? And ofcourse you have sorceress players who cry when you die because they are ranged and are hardly hit at all. How in the world is this a good mechanic to have? Without INDICATORS or that its OBVIOUS that youre supposed to move out you will never learn a fight. To me this just seem that youre supposed to pop 7 potions on each boss to spend as much gold as possible right? also very very clever to not have designated healers in a game to keep players spending even more. its pure stupidity and disgusting

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Dodge Game, maybe you should stop spamming buttons and Focus. Get good and stop cringe posts

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Yeah youre right my bad, guess ill go swipe my mastercard and buy mats to craft epic potions for the undodgeable attacks, youre completely right I have no idea what im talking about. Sorry master

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All guardians have visual ques on what they are doing before the do attacks. its not a big red circle but they will lean to the right or buckle font legs etc. The guys that made that part of the game were monsterhunter fans that’s why it is a bit different from other bosses with no hp bar etc. So melee has an advantage over range in that the are close up and can better see the small changes in the boss behavior. Next time play solo and watch the guardian and you will notice the small setups in no time.

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actually if you keep attention on the behaviour of the boss you always can tell when they do certain things just like in Monster Hunter which the guardians take inspiration from. there are also a lot of short video for example on Guardian Raids Build Guides for Lost Ark on Maxroll.gg that show the exact thing and how it looks, if you have hard time figuring out yourself, so far I never had a problem with bosses doing things I couldn’t predict neither in range nor in melee battle. It might take 1-2 times until you understand what follows after what motion but they really aren’t that hard to learn and distinguish

Also only can recommend to disable the Skill effects (Except buffs) from your party members (in the options) that makes it a lot easier to see these small movements especially when you have a sorceress in the party it can be a real pain to see much because they just throw out so many effects that can make it hard to see what the guardian does.

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correct

I’m mostly fine with thhe bosses; I only want 2 minor changes.

  1. Let us zoom out slightly further: ranged classes can sometimes get clipped by boss moves from off-screen. I’m fine for loosing 40% of my HP (artillerist be tanky) to dodges I failed to being slow; failing dodges I literally couldn’t see just feels bad. I have seen suggestions thhat this is a specific 16:9 ratio thing, but I don’t actually know if that’s true.

  2. Increase the countter window slightly. I mean by like 0.25-0.5s only. I get that it’s meant to be a skill-based mechanic, but as it currently stands almost no one bothers with it because if you are already in an animation when the boss starts turning blue, you’ve missed the window. I almost never see anyone other than gunlancers attempt a counter; in most Guardian Raids I do I’m the only one trying (and that means I’m not using any other skills, standing in the boss’s face, not using Napalm to break armour; basically, not doing my job as an artillerist of destroying armour and applying defense debuffs). I really think even a half-second increase on this window would allow more people to at least attempt to interact with it.

Everything else I’m fine with; damage, mechanics, limited battle items. Just let us zoom out a bit further and give us an additional quarter-to-half second to counter.

*Edit: tried using the ā€˜force 21:9 resolution’ option, and this is thhe perfect zoom range for combat. Only issue is how awful everything else looks at that res if you are on a 16:9 monitor. Why are we being punished for using a squarer monitor?

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You kind of have this option with 21:9, either forced of with actual ultrawide monitor. However, as a ranged class main myself, this would be a welcome change.

Counter windows for future bosses get shorter. Current window for most guardians, with very few exceptions, are actually very generous by the game’s standard. Honestly, the game really keeps you going through bootcamp to grow muscle memory on certain mechanics that will be used in more complex, difficult form later. I don’t think nerfing them on earlier contents will be helpful in the long run.

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Counter windows for future bosses get shorter. Current window for most guardians, with very few exceptions, are actually very generous by the game’s standard.

Currently beating up Levanos every day, so I’m not on the earliest Guardians. But they do just get too short; the fact that at this tier I can expect to see 0-1 counters/day on my main (and the 1 I might see has a good chance of being me)… Most classes get to the point where the punishmment for failing that very narrow window is not worth attempting it; even I on one of the tankier classes only do it if I have a shield ready.

This game needs to decide whether it wants to be Monster Hunter or Dark Souls.

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The zoom out is vastly needed. It feels awful getting slammed by attacks you can’t even see coming. It’s made worse by bosses that are bigger because even though you see their feet, the warning animation might be higher up.

In that same vein, can we get rid of the incredibly stupid coding that makes the guardian target ā€œnewā€ enemies? I don’t know why they coded this in, but if someone engages the boss and then new people enter that area to join the fight the boss immediately goes after the new people, often with a charge from off screen. Nothing like starting a fight with an attack you can’t avoid!

The counter window definitely needs increased or the direction you can hit it from needs widened instead of just the head. I personally took the counter off my ability bars because I can’t ever use it. As a sorceress I’m almost never in the bosses face and in the time it would take me to dash in-front and use it the window would have already closed.

I also want the ability to turn off my own spell effects. Sorceress spell effects cover up way too much and make it very hard to see certain telegraphs. Like meteor and Levanos using his blue beams, you can’t see the charge up animation until too late. Same with electrical/fire fields and warning circles. Nothing like getting burning stacks from standing in fire you can’t see because you put down your own fire.

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The mechanics aren’t terrible. Perhaps it’s the players complaining that are terrible.

Levanos is one of the guardians who is recommended not to bother with countering because the timing is a bit weird and you get severely punished for failing (damn tree hit so hard)

However, there is no need to counter Levanos because that’s not part of his main mechanics.

Real issue with counters is that some classes have simply terrible counter skills in terms of animation and functionality, which is being addressed in the upcoming balance change.

Also, counters were added as a design for giving additional optional challenge to give extra dps time window. It’s not a required mechanic, yet, as they will not become mandatory gimmick to be completed until future bosses.

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Visual ques, man. Visual ques. You actually have to learn them.

But you do have a point about healing and potions. Because EVERYTHING in the game is (sometimes rather subtly) aimed to frustrate you enough to use you money to make the game easier. That’s how they make money.

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Somewhat agree, but not really. Like I said, game’s content, especially T1/T2 and even early T3 contents, are like boot camp sessions that prepare you mechanically for future contents to come. Better you get as a player, less ā€œmoneyā€ you’ll have to spend.

The main reason I like countering is because it stops the boss moving; artillerists are up there with the non-instant sorc build for hating boss movement. It’s why I love having gunlancers.

But yeah, it does feel kinda sucky that I’m meant to be a heavy ranged class, and my counter is a melee range head attack…

Even if your counter was ranged, counter has a particular hitbox where you do have to be in melee range anyway to trigger counter, and attack needs to be counted as a head attack.

Dude read the animations, dont waste your spacebar and git gud

LOL I main scrapper and truth be told the two dashes plus charging blow and dragon advent give us so much mobility for dodging compare to other melee classes. The key is not to mash all your keys and then chug pots. You SHOULD be learning mechanics and attack cues and safe zones for those attacks. Then you understand how long your attack rotations take, and fit those rotations into 4-second or 7-second windows during the boss’ attack animation. Learn to retreat when the boss finishes its move and not commit for that extra 2 attacks – because if you die, you will miss 200 attacks in the time it takes you to run back to the boss.

Yes, the first few times when you fight the guardian you’re gonna die, but if you don’t learn to git gud, then this game is not for you and you just go play a game in which you can turn your brain off, like Mario Party. I drink max 3 45% HP potions for the 1340 Guardian Raid with no bard/pally support, I’m sure you can do it too.

EDIT: spelling

I play deathblade and I what I notice in this time is that you can have some room with range, like 2 or 3 bodies. At least for this class, the hitbox of skills is huge, you dont need to be adjacent to the boss all time.