Please bring map boss hp down
Just did a twinned springs for the second time. managed first one for atlas point rip'd all ports on second.. I'm running 5.2k life 1.3k mana MoM with max block and life gain on block as well as temp chains aura. It's not a real fight, the map had all of 1 damage mod and i lost 3 portals to entering the arena and just insta dying. I don't mind doing some longer boss fights but some of the reworks need rebalanced imo. There won't be any build diversity if it takes 10k minimun effective pool post es gut.
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+1 to this, map bosses have so much hp its boring to kill them
either that or im just bad, but all in all, i vote for boss hp nerf |
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" Well if what you are saying is the issue the boss HP makes hardly a difference. The oddly placed difficulty of some bosses were always an issue with maps. Some of completly unnecessary spike damage, but I can't see much of this going away as long as VP is in the game. Because you need those damage spikes to even have a chance of killing such builds, while it is insanely frustrating for builds not using VP. Some bosses are well designed, because they deal damage in a way the player can work around it without straight outleaching it, but the issue is those bosses are completly destroyed by VP. DoTs as a boss mechanic are completly meaningless due to VP and often have ridicolously high numbers because of it. The beams from Goddess or Shock and Horror need to deal insane damage to even threaten VP, while you need something else to make them stop attacking for a second. For the Goddess you have the mortar barrage which might force a whirling blade and the DoT has to be strong enough to threaten to kill the player during his repositioning when he cannot attack and this is the whole issue. So if you are not use VP you basically have to use a way to remotely deal damage with totems or minions etc. because this keeps you out of harms way. |
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" Well, why not targeted Divination card farming as the bosses got difficult via increased HP, and now everyone experiences their mechanics? A set chance for a specific pool of Divination cards that get more desirable as the tier grows would do wonders. I think Divination cards are great for this, and those do provide targeted item/currency farming already. And now, the fights are deserving of such a reward... PSS: Our almighty TencentGGG overlords are very scrupulous regarding criticizing their abilities to take proper decisions and consider everything "needlessly harsh and condescending"...
Good to know "free speech" doesn't apply in any form or manner on the forums these days... |
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For some, the bosses feel like real opponents. For me they just feel like punching bags that go on for too long.
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" The fight's pretty awful because it just wrecks any build without built in physical mitigation. Which is quite alot of builds. Pretty much all the fights in the game outside of maybe Dodre act 8/act 9 are very doable and easy to do without portal cheesing. Kitava act 10 at level without massive grinding is not doable without portal cheesing. Not even close. |
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I've not played any of my standard league yet, been doing SSF Harbinger, but I remember being able to clear perfectly fine (and as a namelock melee no less) in 2.6 only to have most bosses take a while to kill not because of high damage or mechanics but because of HP pools. I am NOT looking forward to this hugely increased HP pool. The balancing act of end game just sounds like it's becoming increasingly frustrating for everybody. Very few map bosses have much in the way of mechanics and (especially for melee/namelock) any time spent moving around or avoiding attacks or recovering resources is time not spent killing them. Higher HP is the wrong way to go.
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" i agree! i was doing graveyard boss when my char was low, it was just boring! i mean he is damn easy to avoid, i obviously can do it till tomorrow, but do i really have to? :( |
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" Those "punching bags" have a "noticeable comeback" at least, and they mostly became a lot more dangerous due to their current HP pool. If the "trash" monsters would have a smaller gap of HP, the game will spin out of the "one shot meta" as soon as you could say "@#~*"... And I still think that fairplay, as in bosses having their damage % based at least for some of their attacks/spells, would do wonders regarding balance... Until then, we're enjoying the current situation, which is "lacklustre" to say the least... PSS: Our almighty TencentGGG overlords are very scrupulous regarding criticizing their abilities to take proper decisions and consider everything "needlessly harsh and condescending"... Good to know "free speech" doesn't apply in any form or manner on the forums these days... Dernière édition par sofocle10000#6408, le 13 août 2017 à 13:38:05
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Sorry glass cannon.. Start making real builds..
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