Make it, say, that the boss has to be at least 3 rooms away from the start but can then be in any of the rooms from that distance out. To me, there should be SOME level of unpredictability. Then, you just camp on a full health zero stress group and use all your buffing skils instead, granting massive bonuses going in. This basically trivializes the boss as you can pick your way to the room using the path of least resistance (either shortest straight line or if you scouted just pick and avoid the fights), and since you know where you're going to begin with the distance is virtually nil. However, if it's a wide open dungeon with many interconnected passages, it cuts the distance down to being even less than a Short dungeon. You wind up going through all those rooms anyway. Now, if you have a linear dungeon that's all fine and dandy. If you have the same number of rooms distance, you have to 50/50 it, but generally picking the one that is visually the farthest away (read: if one leg hooks back towards the start, it generally isn't there but in the one that's furthest straight-line distance) They are always the farthest number of rooms from where you start. I've noticed that Boss rooms are VERY predictable.
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