Let's talk about Oryx 2


#4

Well that’s embarrassing.

I guess I should say it can accumulate very quickly because of the pattern.

I disagree. Not saying walking away from oryx is hard, but walking out without taking few shots is. The parent shots are to your left and right (if you match pace), with the child splitting behind if you, meaning there will be more projectiles behind you that you have to avoid when backing out. I’m not exactly saying this is a detriment to the fight either, but there are a lot of projectiles going around. Maybe i’ll change my wording.

I agree for the daze shots, but most people will have their attention on the bombs which i still think does a bit too much damage.

^

Agreed

No not the chasing phase. In the wiki the chase phase is part of phase 2 along with his other randomly chosen phases. Phase 4 is the final phase which makes my mistake with the parent and child shot damage even more embarrassing since i checked that but not the damage info.

I actually do keep in mind to dodge it, but when i make a mistake and get hit, its exactly as you say.

Even so, you still have to keep in mind of the child shots and from my experience, can keep you from a constant offensive.

I just want to say that i don’t think the boss fight is terrible. There are just some annoying elements in it. And thank you for taking the time to comment because the way the quotes are formatted took time for me edit to respond. I can only guess its the same to you.


#5

Usually takes around 10 minutes for me. A short fight comes every so often but not all the time which i can probably thank the mechanic of O2 randomly choosing phases. I’m not saying the fight is terrible, it just has some annoying elements.


#6

I’m personally okay with O2. The fight requires players to be extremely careful, and since the phases differ from each one by a lot, memorizing the transitions is key if you want to know when to hit and when to hide.


#7

For the most part. But the dancing phase seems to discourage players from learning its pattern with its Bomb Artifacts being too punishing imo.


#8

I would agree that the bomb artifacts in the dancing phase could use a damage nerf.

The bomb artifacts serve the purpose of making it difficult to get in, and making it difficult to get out, forcing people to “dance”, which I don’t think is a bad concept at all.

The issue comes with the difficulty of getting out.
If you’ve brought yourself to the point where you’re flashing red and need to get out and then get caught by the bomb artifacts due to failing to get out through the hole and die, I think that’s fair. The player should recognize that their dodging skills were not up to par earlier and get out while they still can, incurring heavy damage if they fail to get out through the hole. They could still exit by nexusing.
However, with how the damage is currently, you can have a decent chunk of HP left and still risk dying if you miss the exit, which is a bit of a problem given the bombs o2 throw also incur big damage as well and can put you in the danger zone even if you were fine on HP before.
It’s really tricky to focus on both at once, and I mean increased difficulty in such a way isn’t inherently bad. However, given the “nexus margin” is a lot higher, and people really don’t want to nexus after having gone through finding/clearing a cleared Realm, went through Oryx’s Castle, went through O1, then went through the WC, it encourages people to just sit and leech because if they go in, they might have to nexus, but if they leech they can still get the loot.

Nerfing the damage of the bomb artifacts would hopefully make the “nexus margin” smaller, so the phase more accurately punishes people for misjudging their situation (could have gotten out earlier, didn’t, now you gotta nexus) rather than punishing people who want to try but their dodging skills aren’t up to par (wanted to help the group, but your dodging skill wasn’t quite there, well looks like you should nexus because good luck getting out lol). The actual difficulty of the dance itself wouldn’t change because the shots and bombs o2 throws that you’d have to dodge wouldn’t change in damage, but I think just nerfing bomb artifact damage would encourage more people to get into the ring rather than sit outside.

I’m kind of bad at dance though and often have to back out because I run out of HP pots, so there’s your disclaimer


#9

To give some visual aid with this one, here’s the execution:

https://gfycat.com/meagerhealthyiriomotecat

For fun, try to count how many people in the dungeon actually figured out to go clockwise in this instance

It’s

Answer

ZERO, maybe one half if you count the priest standing in the same spot and oscillating left/right while healing.


Just a PSA to y'all: Circling clockwise is better than circling counterclockwise for "Withstand this power" o2 phase
#10

Yeah. I don’t think its a bad concept either. Its pretty much the big brother of the dance face of O1, but those bomb artifacts are just a bit too much.


#11

For dance, the artifacts should circle much farther away from the boss, and the range of the gray stars should be changed accordingly. That way people won’t just sit outside the radius because Dance 3 is awful, especially since once you’re outside the radius it’s really difficult to get back in.


#12

I have been in a case where O2 will just pop out the phase and many players, i included, are outside of the range because it was so abrupt and we were still at a distance from dealing with previous phases.


#13

My only gripes with the entire fight are as follows: Red Eye thingies explode too quickly. Even rocking a solid 62 SPD and tryna weave between shots in the Daze Phase, they can nip you twice quite easily, and fucking trust me, that additional hit can throw your whole mojo off. They need to explode every like, 0.75 seconds instead (seriously, just a small additional fraction of a second like that is all I’d need to make it more fair). For the Dancing phase, which I fucking love BTW (the feeling you get when in the circle and all focus is on your character and the grenades is really tense but rewarding), the ring of death should probably also deal reduced damage, or like the Daze Phase, just explode less constantly. Those eyes are really fucking cancerous with how often they pulse.

Sun Phase has some sort of sweet spot around 3-4 tiles away, with you weaving closer and further, and honestly I, to this day, have not perfected it, and you have to leave the fight to recuperate before running in again, so I think it’s relatively fucking tough, but it’s somewhat fair. Sure the suns themselves hurt like fuck, but they’re easily telegraphed, it’s just that you can get easily overwhelmed and panicked, something which again, is an example of good game design, where your cool means survival or death, and not just the cheesiness of the design itself.

My least favourite phase is actually the Chase Phase; I have literally never seen anybody survive the whole thing being targetted by Oryx, unless the group is fucking massive (during an event where someone has an Ogmur and Oryx just gets shredded), there’s a decoy/trickster, or you run into the hallway and get Oryx off your ass. But I am sure that there is some method to surviving whilst still staying in the room. IMO, it just feels a bit unfair because of how fast the shots move in comparison to the default speed of a character, and not only that, the damage of the shots (like ~250?) is fucking huge considering he fires off shotguns of these shits. It’s just a bit cheesey, and I wish it focused more on fucking over the whole group (since it only really screws you over if you walk behind Oryx, walking to the side of him makes this just a matter of keeping your distance), instead of just one poor sucker whose chance of nexusing shoots up to like 99%. It should really keep the whole group threatened if they are anywhere near Oryx, not just behind him (where the grenades and additional shots mainly go to), and keep a little bit of stress off of the guy being gunned down by Oryx himself.

Overall though, the fight’s really fun and intense. If only the arena was much smaller and/or closed off…


#14

so we arent gonna talk about chase phase?
anyways the universal solution here is get good 4head
learning the patterns isn’t that hard and the entire fight is actually pretty easy if you have fingers.


#15

this is probably because oryx can be paralyzed and slowed in this phase for some ghastly reason. yes, a sweet spot does exist that you’re supposed to get into, however every time oryx gets slowed or paralyzed his small circling movement is disrupted which makes the entire pattern a lot more erratic. and of course, in a massive group full of people who can’t think about what they’re doing (see: everyone rotating the wrong way on daze stars after an entire year) they’re obviously going to slam him with every status they can regardless of context, and they’re going to do it erratically and ineffectively.


#16

Nothing much to talk about. Straight forward and pretty easy unless there aren’t any healers then its a little bit challenging at worst. Of course this is assuming you have a sizable group.


#17

I’ve actually never had a problem or strong opinion with the chase phase (which is why i didn’t include it) and thought it was pretty straight forward. The way i see it, it was designed for players to pass over the torch constantly when it came to being chased so no one person is ever the only target. Like hot tomato. But i get what you mean, if you are the only one being chased, there’s not much you can do.


#18

They did allow a tactic for that, if you aren’t wanting to risk a long solo chase:

Lead the chasing back to the central corridor (which of course you will have already cleared in an earlier phase, if worried about solo chase possibility) and Oryx will rebound back away from you halfway down the corridor, making chase soloable at your leisure, every time, doing this method.


#19

Oh , chase actually has an interesting level of depth to it!

I didn’t really figure that phase out in a consistent, reproducible way until recently, when I sort of had to force myself to during the first rifts seasons, being a Warrior nut and all.

The “Key insight” behind being able to manipulate the phase into something you can work with, comes with realizing that Oryx’s main shotgun uses the Forward type Shoot Behavior, meaning that the direction of his aim is not determined by the player position, but by his direction of movement.

Looking at his movement, notice how he uses Follow to get close to players (and hence appears to aim at players), but then when he gets extremely close (~1 tile) observe how he switches to a different kind of movement: Swirl, moves in a tight circle with the current position as starting point. (This also exposes the Forward shot type pretty well)

Because the forward type shot is affected by movement, and you have just forced Oryx to change his movement, you have forced different gaps to appear in the shot pattern. These gaps give some choices for changing the direction you retreat in, permitting you to either use some new direction for a while or force another direction change after letting the “changed” attack pass you.

The pitfall in this phase is that it is tempting to retreat from Oryx in a linear matter, causing him to keep his same attack direction, and boxing you in from only moving across this straight line you started to move in.

This invites you to keep to the line (or take damage) until you hit a wall of the arena and can’t keep to the line anymore, leaving only damage as an option.

While in reality, you still have the line to work with, and the correct answer was to walk in the opposite direction, right up into Oryx’s face. He will always flinch before you do, and that gives you room to dodge his attacks.

The subtle mind games they embedded into this phase by this pattern is pretty impressive, and I can only guess it’s not been widely figured out because in the rest of the game, walking away in a straight line from a charging enemy pretty much always works in isolation (i.e. no other enemies to intervene), setting a false pretense that it should work for Oryx also. This would make doing the opposite extra counter-intuitive.

If you’d like to visualize my ramblings, here’s a 1 minute demonstration of dealing with the chase phase as described: https://gfycat.com/UnrulyHauntingCaribou

Apart from the start where I have to correct for an unexpected barrel, this was pretty much snore mode!

I’ve also purposely waited a little longer than what would be wise to work towards changing directions, to try and show the limit on how much direction change you can force in a short moment (easily 90 degrees, i.e. when you are cornered)

Notice how, in order to switch to his circle behavior, Oryx often has to correct himself by going backwards a little bit! With some good timing, you can force his shots to be while he does this, causing him to fire away from you, giving you completely liberty on where to move next!

I hope this tidbit of info helps you if you ever find yourself getting chased! To get Oryx to unstick from your character, try to force a direction change towards the center of the arena, so that someone else is likely to pick him up. Otherwise, the opportunity is all yours to secure that top-damage callout everytime oryx initiates chase phase :sunglasses:


#20

That’s awesome!


#21

This phase is one of the most misunderstood phases. It’s possible to do it without ever getting hit. Instead of rotating in the same direction as the daze shots, rotate in the same direction as the bombs and run through the waves of the daze shots.

Edit: instead of looking at my scribblings, have a look at mrunibro’s post above


#22

Huh. So he doesn’t actually just run over you eh? This is actually some really interesting gameplay (as you said), and it really does focus on the micromanagement instead of “aaa run its oryx!”, you have to purposely make his shots spray from side to side and weave in between the gaps (with you going towards sometimes oryx just to sneak past his shots). Thanks for the insight though, I might finally enjoy this phase instead of just shitting myself while it was happening.


#23

What? This is easily the best phase. If you can dance with O1 you should be able to dance with O2. O2 dance is even better since everyone isn’t dancing “for no reason” (aka both Quieted and Weak, pitiful damage done on boss during these phases). I often go in with priest and while not getting hit by any quiets or bombs heal the absolute crap out of everyone else. I probably rack up 20,000 HP heal total. Some people weren’t meant for the tango…

The exploding sun phase needs to go. Or MrUnibrow needs to post a video showing me how to do it because I simply cannot figure out how to dodge them all. I’ve tried like 15 times and have to back out.