TsundereKyu wrote: »So how many of these questions got asked?
Fluorescing wrote: »Catooolooo wrote: »Fluorescing wrote: »Daxterbeer wrote: »Fluorescing wrote: »That's the challenge and the purpose of it. It even warns you that it's extremely dangerous to solo for good reason. That's the one single skill that puts Hilla apart from other bosses so it should be kept (unless you want it to be another mindless boss that just stands there doing nothing).
there should at least be a way for you to escape without breaking out (Houdini.)
That's her design, for her not to be solo'd in the first place. It was designed for party play and that's what happens when you don't have the right resources. This is no different to the 1 hit ko's Arkarium does, and heal received by his minions (cannot kill without a mage). By asking to remove the cage or escape is equivalent to asking Nexon to make CWKPQ soloable.
It's just the design itself, and there's not much to argue about it.
the flaw in the design is that it doesnt account for actual class skills and requires other players use the attack key, which is terrible design for gameplay of current maple (and was pretty bad design for when hilla was first released tbh), and that's the only part of it that should be changed, cause even if you enter with a party of 6 there is no way they will be able to help you in time.
otherwise, solo you can avoid it entirely if you time your jumps right.
- Team Play, get a Binder
- Heaven's door can save you
- They removed losing exp at Hard Hilla because this is to be EXPECTED and is part of the mechanics
- You can't jump anymore, it's been patched for ages.
It's a strategy. Even if you send someone in, you can wait out the cage and for the player to come back to burst Hilla down, and use all the buffs/binds you have. "Oh no someone has to die for Guild PQ and there's nothing anybody can do about it, this PQ is flawed" is your equivalent answer. No, it's just the design. Nothing to complain about.