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Dying when boss is killed yields no drops

MoooshMooosh
Reactions: 740
Posts: 7
Member
edited April 2020 in Suggestions, Feedback, and Requests
Even if you deal significant damage to the boss, if you die right before the boss is killed (and didn't revive in time), you don't get any of your instanced drops.

A situation like this, which I can imagine happens often when focusing on the last sliver of boss hp (and thus getting killed in the last second), is extremely frustrating.

Is this intentional? Why should you be penalized for being dead when the boss dies? I think this needs to be revised or removed.

Happened a couple times in magnus and other bosses when duoing with a friend, we contribute roughly equally to dpsing the boss, but if one of us dies right before the boss is killed, we lose out on our effort.
darik

Comments

  • FuhreakFuhreak
    Reactions: 7,440
    Posts: 1,544
    Member, Private Tester
    edited April 2020
    Unless you die and lose your drops after the boss dies, you don't deserve anything for getting "Close to killing" the boss.
    Play it more safe until the boss is completely dead, not left with "a sliver a health".
    It's a slippery slope of self-entitlement where you demand items for almost completing content.
    Just like giving coins to people who almost had enough to buy an event item, this isn't something Nexon needs to handle.
    If you die before the boss dies, that's on you.
  • MoooshMooosh
    Reactions: 740
    Posts: 7
    Member
    edited April 2020
    I disagree, if you're in a party, the team effort is what killed the boss, not the last hit. It's not that we "almost killed the boss", we did kill the boss.

    What's more is that this can be avoided by coordinating everyone reviving just before the boss dies, in fact, after looking it up, this is what parties do by calling "res" before the final blow (and now I know better). So it now turns into a strategy of making sure everyone is alive only for the instant the boss dies, which detracts from what bossing is about. The collective effort in defeating the boss should be rewarded (the whole point of fighting them with a party), being dead when the last hit is struck shouldn't nullify that.

    Your reasoning makes sense in a solo situation, where you may kill the boss as you die, I agree in that case as you indeed almost killed the boss and shouldn't be rewarded. This argument however doesn't seem strong wrt bossing in a group because as a group, you fought and won, even if you consume a death ticket or two.

    To be clear, consuming your last death ticket should still kick you out even if the boss gets killed, in that case ya done goofed.

    EDIT:
    I seem to have not mentioned I was in a party in the OP, I see why you wrote your response now.
    darik
  • FuhreakFuhreak
    Reactions: 7,440
    Posts: 1,544
    Member, Private Tester
    edited April 2020
    I was under the impression you were talking about a last life situation, reading it as a "I'm dead but can still respawn" light makes more sense.
    This might be a harder issue for Nexon to fix depending on where the code for dropping items lies.
    I think it would be better if every boss had a "drop box" similar to some of the RA Bosses and some of the Arcane River Bosses.
    This allows people to switch to drop gear or respawn before hitting the box to allow their instanced drops to drop, it's possibly an easier fix for Nexon.
    Either way, I had no clue that this was even an issue in the game. Strange how Nexon can't seem to pick a standard for how boss drops should work, isn't it?
    Mooosh
  • MoooshMooosh
    Reactions: 740
    Posts: 7
    Member
    edited April 2020
    I agree, the box opening is a nice feature of fighting the first two RA bosses, and it's really strange that Von Bon and Vellum don't do this. I would imagine that implementing that box dispersion (I hope the way it's implemented in CQ and Pierre is more high level than low level code) should be feasible and resolve this issue I mentioned.
    darik