Some bossroom don’t end when some spawned mobs are still there. Don’t understand, why it happens with some spawns and not the others. The worst one is Lagoth’Ak. Spawns 3 copies usually right before death. They persist for a long time. Why am i still locked in the bossroom with them?
And, please, move the twophase bosses into the second phase. First phase start makes the room easier but drags it out. We can marvel at the transition animations in campaign.
Yup. Hate this boss, and oddly enough it seems that sometimes, fairly rarely tbf, his second phase doesn’t activate, essentially making him a normal boss. Idk,
I dont mind some of the bosses having this, like Gargaboll, but on some like Karozz, it’s absolute cancer.
I agree.
Kubacabra not splitting anymore is a good change among Nemesis bosses.
But some others are still annoying—especially Korvaak. His transformation animation takes way too long, to the point where it feels longer than the actual fight.
Because you haven’t killed all the clones. They aren’t just simple mob spawns, they are bosses just like the original Lagoth’Ak. SR boss rooms can only be finished when all bosses are gone.
I saw this once too and I first thought it’s because the skill was disrupted, but he has 500% disruption protection just like any other boss. So it might be a rare bug.
Yeah that has been bothering me a bit as well. But instead of spawning all the bosses in their last phase, the missing phases should be re-added, especially Kuba’s 2nd and 3rd phase. I agree that long transition animations like Korvaak’s and Theodin’s should be sped up.
Lagoth clones are on a cooldown+timer, so can just be a bit of luck whether it gets used right at end or not, or how early (like if accidentally hit "off"screen )
as for the korvaak phase transition, mentioned in another thread; it lets you go kill another boss in the meantime, - ofc if you’re multi tanking 4 bosses already you don’t get to notice that freebie benefit
There are 2 entries for this boss listed in GT, one with the clone skill as well as monster summoning skills and another without any of that. Perhaps the latter one is supposed to be for SR use?
I don’t really care about the semantics of it. I have player experience in mind. You kill the bosses, you kill Lagoth’Ak and at the last second he spawns 3 dmg sponges that do almost nothing and i need to wait out 15 seconds or go kill them 1 by 1 and they are pretty tanky.
Why do I have to go through this? It’s not engaging gameplay, just an annoyance to the player. In the screenshot i’m playing a squishy build and manage to afk between these “bosses” with just Oleron’s devo bound to guardians.
Why does it keep happening? Why do I make a feedback about the game, talk about the game, and then someone (and not incommon it being a Praet) has to take it to personal/mindreader territory? Can you talk about the game, not guessing what’s on my mind?
15 seconds, or 5 seconds, or 15 minutes - it doesn’t matter. And I don’t care what’s written in their gt description. They are temporary spawns of the actual boss. When they are left the last (what’s being discussed) they do nothing but waste time: they are not engaging, they are slow, they pose no danger to the player on their own. Waste of time. Period.
Idk what’s less engaging, Lagoth’Ak or some of the forum residents in regards to the actual subjects in the topics.
Make the spawns happen at the very start and make the encounter dangerous? Unless by design, skipping boss mechanics isn’t good right?
As for some of the other stuff I’ve read, I’m not suppose to respond to? Well according to another thread here, even though it is important (to me) that point of view is expressed.
Lagoth’Ak is certainly the most annoying one due to his clones. They should despawn after I kill the original immediately.
Like, man, I know which one is the boss, it’s the one with the least health left!
2-phase bosses take a lot of time. If one wants, they should be added separately (2nd and 3rd phases). Some bosses like Karroz are a waste of time. Actually, all cultist bosses are.
Also Allostria in her 2nd phase doesn’t always seem to track the player. If you leave too early, she will stand in place casting Devastation around herself.
@banana_peel
So what are you proposing? You never talked about that, you just repeatedly complained how annoying this boss fight is, and how it adds 15 seconds to your personal player experience.
You want the clones to disappear once the real LagothAk is dead? Or do you want them to be actually engaging?
I actually agree with you that this fight could be more engaging, so here’s a suggestion that would make it more interesting to me personally:
Give the clones the same amount of HP as the original boss so the player doesn’t know which is which if they aren’t paying attention
Make them move around faster, make them switch positions kinda like a shell game (maybe by teleporting but that might be too much)
Give them coordinated attack patterns, ie they surround the player and attack all at once (maybe with Sunder)
Once you kill the real one all the clones disappear
OR there is no longer a real one and you gotta kill all of them for the “boss killed” message to appear
I never talked about it? It’s in the title. Spawns should count towards the room completion as a consistent rule. These spawns are not the 2nd phase of the boss. But overall yeah, this boss rn is just an annoyance and a big dmg sponge. Needs smth interesting. Or here’s a better idea. Replace him with Krieg. Why are the best farming shards deprived of some of the most detailed and interesting bosses, i don’t understand either.
Title says “let SR bossroom end when the bosses are dead”, and I explained that this is already the case. The bosses in your example are not dead, 3 of them are still alive. I don’t know exactly how it works, but knowing a little bit about scripting and event handlers I assume there’s a script running in the background that constantly checks if there are any monsters alive that are classified as bosses (which the clones are, GT pulls directly from game data), and only if that number reaches 0 the boss room ends and the NPC appears. Has nothing to do with semantics, just game mechanics.
My other reply to you wasn’t meant to be personal, nor am I trying to mindread. It’s just that SR speedrunners have a preceding reputation, trying to shave off every possible second from the timer, and naturally that effort is hindered by a boss that behaves more like a training dummy and on top clones himself. And when you mentioned having to wait 15 seconds or kill them one by one (which takes time as well), that reputation came to my mind. If that’s not the case for you, I apologize.
To regular non-meta players like me, LagothAk is just another boss, not more or less annoying than others. I kill him and his clones and move on, 15 seconds extra time on an SR run is not a long time at all, it’s not even worth thinking about.
And it’s not like LagothAk appears in every run. But you mentioned other spawns that prevent immediate progress after killing the spawner, which are those? I think those should be looked at as well, because I don’t think the underlying script that ends the boss chunk will change (if it even works in the way I described).
Yes, and SR has its own copy of mobs, and these spawns can have their boss tag removed from the database. Why are we talking about databases?
So “nothing personal but you have bad reputation and your argument should be discarded”. Again, it doesn’t matter if it’s 5 seconds, 15 seconds, or 15 minutes. I think it’s bad for gameplay experience.
You asked why the bossroom doesn’t end when some spawned mobs are still there, which sounded like a technical question to me. You also asked why you are still locked in the bossroom with the clones, I didn’t realize that was a rethorical question so I gave you a technical answer. Which isn’t something that brings the discussion forward, I get that now. I guess I got hung up on that detail and missed the bigger picture. Sorry about that, and for my stopwatch remarks, that snark was uncalled for.
One more thought I had on LagothAk, I just did a bastion run in the campaign and noticed that his grand entrance is a lot cooler than in SR. He has his own arena with all that atmospheric lighting, and there are other mobs around (at least on Ultimate) which bring some chaos to the fight. He has none of that in SR, which makes him look bland in comparison.
I don’t think his campaign self needs an upgrade necessarily, so how about turning his SR self into a Shattered version? Give him that blue sparkle and ramp up his cloning ability in some way that isn’t just “moar clones” (maybe that too if the extra clones aren’t needlessly prolonging the fight).