Talk:Exploiter Orb/@comment-24.231.123.84-20190316061748

Here's why this fight is a nice idea but ends up being trash.

Raknoids cool her off WAY too quick. Drop it down to maybe 2% OR increase how quickly she heats up. Landing a direct hit with a canister or hitting her with the shot canister explosion should *add* a large chunk of overheat instantly. The canister mechanic should be a bonus to speed things up, not mandatory. And if anyone thinks 2% is too low they could easily scale it up with players. Actually yeah that's how it *should* be. 2% base and add 1 or 2% more per player, or increase the raknoid spawn rate.

Move Hildryn's parts elsewhere. It was bad enough that DE intentionally made Hildryn plat-only for over a week, then hides her behind a buggy, trashy untested fight. Put Hildryn's parts as V.Solaris offerings. I'm not going to fork over money to hit MR27.

"HURDUR BUT 12K STANDING SHULD B HARD 2 FERM" no, you brainless DE fanboy, it shouldn't be, because 12k standing is nothing. The mandatory wait-times because of "stage transitions" (IE exploiter moving to different phases) combined with the agonizingly long wait time for her to overheat are more than enough time to run profit taker.

The one good thing I'll say is at least this fight's damage output is much more reasonable than profit taker, given I was able to type this alt-tabbed with the orb shooting me and out-healed it with rejuvenation on umbral valkyrP. Couldn't do that in profit taker, stand still for 5 seconds and you're dead in that fight.

I do appreciate the attempt at being more cinematic and styling it like more old-school video game boss fights with more distinct phases, cinematics and arena changes, but this was not tested properly, especially not for solo play. Which is sad given you can solo basically anything in this game with enough skill, except for when the dumb mechanic of a fight prevents that.