I wrote Angel of Death when I was back in QA and since joining dev have learnt a lot. With that I've always wanted time to go back and give her that extra level of polish she needed which is long overdue. With the RS Gamejam happening this weekend this was my opportunity to give Nex (Or as players call her 'money bird') some love.
Below the current changes I have made to the Angel of Death boss fight. Please understand that these are subject to change based on your feedback and i'm also aware that some of these are slight nerfs but for game health and future players these had to happen at some point and nerfs are never going to be welcomed with open arms!
Boss kill times are wiped upon login.
Boss kill times will only be tracked when there are 7 players or less in a fight (this is logged at the very start of the kill to prevent players logging to bring the player count down at the end of the fight)
Minions will now shout when when they are killed to give a better indicator of the order they were killed in.
The Icicle slam attack has been changed, the icicles defence has been lowered and health has been reduced to 20k whilst the bleed is applied a few cycles after it lands. The bleed damage to the player will be taken from the icicles health and is cleared when the icicle dies. (Should be super easy to down the icicle).
Movement abilities will no longer be placed on cooldown when hit by an icicle so players can get right back into the action.
Nex will no longer prevent players from attacking her when she is phasing, meaning continued combat can be done, to reflect this change Nex will have her lifepoints increased by a small amount (This number has not yet been decided on.)
When a player dies inside the fight, Nex will no longer reaggro onto a random target.
Nex should no longer reaggro after any of her mechanics. (pls)
The mage chests will now unlock the banner for the backslot.
A typo has been fixed.
Nex will no longer hit everyone within melee distance when she hits the base tank with melee.
On the final phase, if Nex is on the other side the room bombs wouldn't do damage if stood in. This has been fixed.
The base tank will no longer take mage hits if they are the main target.Shadow orbs were a mechanic that just got skipped and had no effect on the fight, now they will hit players for less damage but hit players found in an area of 2 squares from the orb's coord. The further away from the orb the less damage: https://streamable.com/1klqn
Alongside these changes I'd like to move it towards a more Solak style drop system where everyone has a roll at a rare drop allowing multiple drops per kill with drop rates being changed to reflect this but still being the same per kill. Removing the off tank drop and just reward the 7 players in the room as sometimes the base can out DPS some of the DPS roles.
Maybe... just maybe... there will be minion pets.
https://streamable.com/1klqn - Shadow orb mechanic change
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