Can you still portal / flee / die in boss fights without penalty?
As others have said, get to end game maps and see if your "It feels cheap" theory holds up.
Additionally viper is right when it comes to the limit of portals in maps versus act gameplay. "It's all clearer now
And I hear her now And I'm nearer to The Salvation Code" |
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Sorry... I'm not interesting in having to get to end game before I can actually enjoy the game... For me the journey is more important... Oh well, not a big deal. I feel it's one of the few things Diablo 3 did right... aside from the fact their bosses are cake-walk jokes.
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" if you play multiplayer with a full party there is only ever 1 portal for each party member. other than that the cheap tactics you describe are still in the game. |
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I don't mean to be offensive, but I'm pretty sure my following words will be.
Original poster confuses me so much here. For a heavy gamer type of player, the game doesn't even start until you get to Maps. And yet, I've never heard of someone who isn't a heavy gamer wanting to be extra punished for his play. I.e., people who want extra punishment for their mistakes tend to be heavy gamers. I mean... for the top players, the entire story mode, all 3 difficulties included, represent a few hours of their play (1 day tops), out of hundreds or in some cases thousands of hours. It seems strange to me that there could be a type of person who would both spend considerable proportion of time in story mode, and ALSO want extra punishment for mistakes. It's like... if you're only interested in story mode... you'd quit in like a week, even on hardcore mode, unless you can only play 5 minutes a day? And if you can only play 5 minutes a day wouldn't it suck balls to have several days of work erased due to one mistake? So confusing. Need game info? Check out the Wiki at: https://www.poewiki.net/
Contact support@grindinggear.com for account issues. Check out How to Report Bugs + Post Images at: https://www.pathofexile.com/forum/view-thread/18347 |
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For me the story has more impact and leaves a lasting impression when there is a struggle or challenge to overcome... Take XCOM or Divinity Original Sin for example... I like having to plan and strategize for bosses and overcome something that can be considered a hinderence... I find too many RPG's along the way have their story content or journey to level cap just a trivial / prolonged tutorial and all the fun challenging content is after... For me story / campaign gameplay being challenging... is more enjoyable then just a bunch of random rifts/enemies that have no story, characters or impact on the game world.
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"Whoa, boy are you ever in the wrong game. And oh, boy the devs should listen to what you're saying. A comprehensive, easy on the eyes loot filter:
http://www.pathofexile.com/forum/view-thread/1245785 Need a chill group exiles to hang with? Join us: http://www.pathofexile.com/forum/view-thread/1251403 |
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Hi
U could also just reset the instance to reset the bossfight. Leveling wise this game is nothing like d3 because there is no leveling in d3. U just rush to 70 where u can start playing the game. Here normal through merc is where u build ur char towards the endgame wherr your choices start to matter. Just my 0.02 |
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Any chance this will be addressed in the new expansion if they plan to re-balance the campaign around a single difficulty setting... as opposed to 3? Will the new Act's take this into account and evolve when they introduce all the new bosses, or will it still have this same old built in cheat mechanic?
To me it just see,s lazy otherwise, it means you don't need to balance boss fights appropriately when you have access to infinite heals, infinite retreats and infinite lives (non-hardcore) ... it just makes bosses redundant, tedious, and anti-climactic. In my D2 mod Hell Unleashed I carefully balanced each and every boss fight... The boss would heal if it had not been damaged after 30 seconds so if you died or retreated the battle would start over... It meant approaching the battle with a plan, strategy and adjust your equipment and skills accordingly for each fight... it also made for a better grouping experience. The fights were challenging but they were never unfair nor did they act as time sink / road block. "U could also just reset the instance to reset the bossfight" Is that an option? Even in a multiplayer party game? Dernière édition par Soulmancer#2915, le 15 févr. 2017 à 12:52:04
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The creator of hell unleashed, nice !
Reminds me of the cube drop technique before bosses. Glad to see you around, dude =] To answer your last question, you can't manually "reset" an instance, but they automatically get destroyed if no players are in for a defined time (7 mins or so). However, you're free to create as many new instances for each zone (fresh mobs), and you can join any non-expired instance at will. So yeah, you can have a party split into 2 separate instances of the same area, for example. About the boss life regen thing, that's something i'm expecting to see in future patches. PLEASE QUOTE ME IF YOU ARE EXPECTING A REPLY Dernière édition par xhul#1978, le 15 févr. 2017 à 13:29:21
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Of Course this is an Option. But your Party members should like to act like you.
Choose wisely. In fact i was forced to "zerg-rush" merci Malachaii sometimes. FPS dropped to 1-10. Still there´s a Char deathless aside from those fights but i really hate the mechanic. I would prefer the reset of the boss if you die but on the other Hand i must spent some Money on a PC that can handle at least this fight. Therefore ( and i´m sure there are other Players with similar Problems)i am not to unlucky with this "Feature". Two sides of a medal ( i don`t know if this wording exist in your language but it means that each Thing have two sides and you are forced to see both). As you can see with ease i´m no native Speaker. Therefore i apologize for mistakes, bad grammar and else. hic Rhodus, hic salta
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