Why is Khonsu so trash?

I’ve gotten like 50 kills on him, just today. Multiple streaks of 10+, a bunch more 5+. I know how to kill him, but if I’m 1/5th of a second too slow to react to the telegraph, I have to start over. Players aren’t learning anything new at this point, they’re just being punished for subjecting themselves to this garbage.

Also, crescent smash hitbox is terrible. Every single time I died to it, I’m behind his feet.

Whoever designed the Ashbringer fight should have done Khonsu instead, cause that was actually fun, and it felt like I was learning new mechanics, and once I learned what to look out for, I finished it 1 shot, without the game wasting my time.

Is he trash though? I don’t think he is. I have shades on my Mage, Priest, and Ret Pally and I enjoy the fight. Gearing up my Rogue to eventually do it as well.

The Ashbringer fight looks residentsleeper, I mean maybe you consider it fun because its designed to be beatable by anyone to complete their sword vs Khonsu which is an optional challenge?

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Also just some helpful advice, Prot Pots work on his mechanics. You can buy GFrPP/GNPP/GAPP and pop Frozen Runes as well. I don’t know if I would send GSPPs though, maybe somewhat pricey for how much they absorb. Frozen Runes have also gone up in price so maybe you consider GFPP instead?

With prot pots up, only the stomp has to be avoided, and there are only certain times he can/can’t stomp so if you learn those it really takes the edge off.

For some context, on live servers I lost once to him on my mage, once to him on my priest, and I think three times on my Paladin. That’s it. Otherwise it was mostly just me roflstomping him.

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Re-read my post, I consider it fun because it’s designed in such a way where once you learn the mechanics, it’s easy to beat, whereas Khonsu, one slight mistake will reset an hour of “progress”, and it’s not because I don’t know where to stand, it’s literally a slight mistiming of dodging an ability whose hitbox isn’t even accurate to what is displayed on screen.

The uber clown face of game design is that they even cap your movement speed to 100% so you can’t use sprints, movement enchants/runes, etc. so I’m not even becoming a better wow player by doing this. It’s a throwaway encounter designed to waste time, because someone thought “dark souls is cool, we can put that in the game” without considering if the game engine can actually support it.

Interesting, I will definitely try that. Do I need all them active at the same time, or can I cycle through them?

You have to do the wiggle technique. The dev who created this fight was on discord talking about it. Once you are out of the htibox of his attack you need to wiggle left and right for the server to update your position. Otherwise to save resources the Classic server is programmed to be lazy about calculating your position and won’t update it as frequently which means you getting hit when you’re outside of the swing.

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You would rather have them all active. I think his chaos strike is 5-7k depending on if its the fast one or the slow one, the more absorb you have the better.

Also another tip - if you do get hit by the slower hit you can jump off the edge and reset the fight without losing stacks. You only lose stacks if he boots you off (or you die, obviously). Jump off, wait for frozen rune and prot pot to come back up, then go back in. Makes it very easy to avoid breaking your streak as the only instant-loss is getting ejected by the stomp.

Yea, the hitbox on his frontal is bizarre.
It gets more confusing if he inconsistently turns to face you/forgets to do so.

Worked like a charm! I did the camera wiggle as I ran through his feet, and I didn’t get hit by it not once.

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Khonsu was hard but eventually you got the pattern.

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Keep at it, you will get it… This is one of the fights where it is better to zoom in and just watch the feet.

I have not done on hunter yet but I did on warrior, warlock and ret…

I wish I knew this when I was trying it… Great info…

I’m more frustrated with the fact that pacing and timing can change between attempts because of the bug that causes enemy AI to no longer properly queue their abilities, so he just mega spams his cleaves.

I currently have 69 kills of khonsu as the buff for maximum drippage, if you need help fighting that boss i have a guide on youtube.

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I’d say I feel bad for you guys but I did it on warrior. When he was still a contested spawn. Atleast you can get into a rhythm.

From the creator himself:

https://www.youtube.com/watch?v=w01Cj6402eM

What is Khonsu? By some accounts, a folly… a type of ornamental tower. A breaking up of the landscape, something to draw the eye to look up. Khonsu was an experiment in additive world design, creating distinctly ‘new areas of interest’ within the existing known map. Season of Mastery and Season of Discovery shared the same map and code as Classic Era. As a result, adding something ‘new’ to the map is all conditionally spawned to only occur on the seasonal rulesets (realms). These ‘limited’ spawns are not ‘owned’ by the map, and are not built into the terrain/landscape. Examples of these temporarily spawned objects would be the phylactery Araj the Summoner drops on death, and the original version of the Pet Stone. Longer lasting versions would be the holiday tables, kegs, etc that appear in the world. Objects with collision created in this way do not have the same properties as the objects would have if they were owned and baked in with the map terrain - such as pathing data. Creatures cannot path on top of or through these spawned objects. As Khonsu’s spaceship-tower was entirely composed of these spawned objects, permitting combat there required special care. Khonsu nor the Astral Wraiths are able to move, so we avoid that limitation entirely. They’re all technically flying creatures. Unfortunately these workarounds cannot make up for player summoned pets (or Frozen Orb) and their natural tendencies, which is why Khonsu tells players that familiars aren’t going to assist them in the duel.

Typically, World of Warcraft creatures using ‘avoidable’ long choreographed spells with cast times accomplish this by spawning invisible creatures they channel their attack towards, to guarantee their pre-channel, cast, and impact zone all line up. Khonsu’s design involved building a way to lock the attack direction without relying on invisible creatures. Like anything new, there were some rough edges that still needed to be smoothed out.

The fastest way to move from point A to point B is with a straight line. All video game netcode has a set update frequency. World of Warcraft movement updates are no different. Movement in a line only periodically refreshes your location. Every time you stop and start, you send character position updates. Every direction change (adding in strafes, or turning with your mouse) keys in a movement update, at a much faster frequency than simply moving nonstop, one direction, alone. You can visualize this with the aura applied when zoning in or dying. By moving in a straight line, even when movement speed increases, my position does not update more rapidly. I’m bound by ping refresh rate for my sole direction input. We can force updates by adding movement on demand, visualized here. Moving in a mostly straight line but adding ‘micro strafes’, nearly imperceptible to the eye or another observer, will significantly improve your positioning responsiveness. All of World of Warcraft works this way, as do most online games in general. This has always been the reason players have died to Mythic mechanics or void zones they clearly moved out of in time. “Look where my body is!”

Khonsu’s attack timings were intentionally tightened up, with a compact playspace, to stress and create this exact interaction. Players would curse at “bugs”, clearly being outside of the attack area on their screen, and still dying. The sequence of abilities is deliberately inconsistent, especially after the first full cycle. This is what keeps you on your toes after ‘mastering’ the fight and knowing how to handle each individual attack - anticipating the combo in any order. Khonsu was playtested over and over again internally to get the timings right, perfectly uncomfortable, to encourage anyone going for the long haul to eventually discover the more agile and reliable ways to position their character.

Once players discover how to reliably elude, and the advantages strafing, jigling, or stutter stepping give, they can apply this to all parts of the game. They might even teach their friends what they learned! Additional examples of this behavior in action: when running with a pack of mobs chasing you, sometimes when you abruptly stop, the creatures overshoot your position by several yards and keep moving behind you, in the same direction you were traveling. At the same time, when you are tanking multiple mobs, slowly backpedalling and stutter-stepping is the most reliable way to reposition mobs safely so they don’t overadjust and risk getting behind you. These are commonly experienced cases showing ways movement update frequency and creature predictive pursuit pathing interact (so when creatures chase players in regular combat they aren’t perpetually out of range of the player due to feedback lag!)

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beat me to it <3

Xav is the man

edit:
@OP
watch the part in the video about strafing and updating the server.
???
profit

Wow, thanks for this post. Finally some benefit for me playing the game like a total stuttering ADD spaz! This is definitely the reason that I never ran into the issue of being killed outside the hitbox.

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