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sarannah101 a écrit :
Everything I post here was done on a 50-70k dps character, and I was actually one of the players worried about map boss hp:
The boss hp on T1-T5 maps and T6-T10 maps seems ok. Doesn't take too long to kill those. The issue starts with T11 and higher maps, those boss hp amounts are insane! And that is without the hp mod which can be rolled.
The first ten tiers map bosses feel good, they don't die too fast and force you to learn their tactics. At T11 and higher the map bosses and dodge mechanics themselves feel good, but the boss hp is way too high! Their hp should be cut by 25-40%.
Also, since bosses now have alot more hp this forces players to get alot more dps... this in effect makes reflect a mechanic that should not exist anymore, or should be easily countered! Maybe add godpowers that cover 100% reflect damage(all types), or some nodes on the tree.
Other than that, the game feels awesome now!
PS: My build had quite some dps, not every build can reach this.
Hmmm, let me see. If my main Juggernaut still reaches ~130K DPS tooltip damage (was at a ~135K before 3.0) and goes up to a fully buffed >500K DPS tooltip (and actually has up to 900K DPS vs thrash and 500K DPS vs regular bosses in Path of Building where Static Strike damage is calculated for both the hit and the explosion), at least a "small" investment in 247% increased life and still brute forcing Static + Lightning Strike (0 ele pen reliance) still makes quick work of the current bosses.
And the sole "exceptional item" is a mace. So dual wielding RT one handed maces still feels "viable" even up to tier 14 bosses (no time to run tier 15 maps, and I also don't feel the need too much), with the sole constraint that now, I have to either use a couple of portals or better manage my flasks - which still provide a viable boost - and I mostly end my fights faster than 1 min...
And they feel like I'm actually fighting versus opponents, not melt away insignificant loot pinatas.
Some better incentive, as a moderate EXP increase for killing bosses, some more "worthy" loot would be a welcomed addition, to make us actually choose to fight or skip them...
PS: And this is disregarding the Innervate and Onslaught recent separation, not to mention the bandit rewards being skewed - although the armour buff was a nice surprise to be applied retroactively...
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 16 août 2017 à 14:57:13
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Posté parsofocle10000#6408le 16 août 2017 à 14:38:22
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Fruz a écrit :
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I_NO a écrit :
Why do some of you think having more HP means the boss is more challenging? what the fuck dude lol
You might need to deal with some bosse's mechanics that would have been just cheezed before, and needing to actually interact with the boss .... instead of just watch him die before anything happens really, is definitely a step forward to challenging content.
You go from seeing a boss not doing anything to you, to a boss not doing anything to you for a full minute.
It's making 90% of bosses a pointless HP sponge in favor of making the few bosses that would actually benefit from the change not die as much (and very few bosses benefit from the change like this). Yay?
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sofocle10000 a écrit :
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sarannah101 a écrit :
Everything I post here was done on a 50-70k dps character, and I was actually one of the players worried about map boss hp:
The boss hp on T1-T5 maps and T6-T10 maps seems ok. Doesn't take too long to kill those. The issue starts with T11 and higher maps, those boss hp amounts are insane! And that is without the hp mod which can be rolled.
The first ten tiers map bosses feel good, they don't die too fast and force you to learn their tactics. At T11 and higher the map bosses and dodge mechanics themselves feel good, but the boss hp is way too high! Their hp should be cut by 25-40%.
Also, since bosses now have alot more hp this forces players to get alot more dps... this in effect makes reflect a mechanic that should not exist anymore, or should be easily countered! Maybe add godpowers that cover 100% reflect damage(all types), or some nodes on the tree.
Other than that, the game feels awesome now!
PS: My build had quite some dps, not every build can reach this.
Hmmm, let me see. If my main Juggernaut still reaches ~130K DPS tooltip damage (was at a ~135K before 3.0) and goes up to a fully buffed >500K DPS tooltip (and actually has up to 900K DPS vs thrash and 500K DPS vs regular bosses in Path of Building where Static Strike damage is calculated for both the hit and the explosion), at least a "small" investment in 247% increased life and still brute forcing Static + Lightning Strike (0 ele pen reliance) still makes quick work of the current bosses.
And the sole "exceptional item" is a mace. So dual wielding RT one handed maces still feels "viable" even up to tier 14 bosses (no time to run tier 15 maps, and I also don't feel the need too much), with the sole constraint that now, I have to either use a couple of portals or better manage my flasks - which still provide a viable boost - and I mostly end my fights faster than 1 min...
And they feel like I'm actually fighting versus opponents, not melt away insignificant loot pinatas.
Some better incentive, as a moderate EXP increase for killing bosses, some more "worthy" loot would be a welcomed addition, to make us actually choose to fight or skip them...
PS: And this is disregarding the Innervate and Onslaught recent separation, not to mention the bandit rewards being skewed - although the armour buff was a nice surprise to be applied retroactively...
So because your juggernaut lvl 97 in standard is doing fine, that means every other build out there is doing fine. Got it.
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Posté parandreicde#0793le 16 août 2017 à 16:34:44
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andreicde a écrit :
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sofocle10000 a écrit :
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sarannah101 a écrit :
Everything I post here was done on a 50-70k dps character, and I was actually one of the players worried about map boss hp:
The boss hp on T1-T5 maps and T6-T10 maps seems ok. Doesn't take too long to kill those. The issue starts with T11 and higher maps, those boss hp amounts are insane! And that is without the hp mod which can be rolled.
The first ten tiers map bosses feel good, they don't die too fast and force you to learn their tactics. At T11 and higher the map bosses and dodge mechanics themselves feel good, but the boss hp is way too high! Their hp should be cut by 25-40%.
Also, since bosses now have alot more hp this forces players to get alot more dps... this in effect makes reflect a mechanic that should not exist anymore, or should be easily countered! Maybe add godpowers that cover 100% reflect damage(all types), or some nodes on the tree.
Other than that, the game feels awesome now!
PS: My build had quite some dps, not every build can reach this.
Hmmm, let me see. If my main Juggernaut still reaches ~130K DPS tooltip damage (was at a ~135K before 3.0) and goes up to a fully buffed >500K DPS tooltip (and actually has up to 900K DPS vs thrash and 500K DPS vs regular bosses in Path of Building where Static Strike damage is calculated for both the hit and the explosion), at least a "small" investment in 247% increased life and still brute forcing Static + Lightning Strike (0 ele pen reliance) still makes quick work of the current bosses.
And the sole "exceptional item" is a mace. So dual wielding RT one handed maces still feels "viable" even up to tier 14 bosses (no time to run tier 15 maps, and I also don't feel the need too much), with the sole constraint that now, I have to either use a couple of portals or better manage my flasks - which still provide a viable boost - and I mostly end my fights faster than 1 min...
And they feel like I'm actually fighting versus opponents, not melt away insignificant loot pinatas.
Some better incentive, as a moderate EXP increase for killing bosses, some more "worthy" loot would be a welcomed addition, to make us actually choose to fight or skip them...
PS: And this is disregarding the Innervate and Onslaught recent separation, not to mention the bandit rewards being skewed - although the armour buff was a nice surprise to be applied retroactively...
So because your juggernaut lvl 97 in standard is doing fine, that means every other build out there is doing fine. Got it.
Just get 500k DPS. Whats the problem?
Shop closed until further notice. Check out my Dominus musical tribute instead:
https://soundcloud.com/hackproducer0815/dominus
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Posté parMadEFact#6481le 16 août 2017 à 16:56:38
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VolcanoElixir a écrit :
You go from seeing a boss not doing anything to you, to a boss not doing anything to you for a full minute.
It's making 90% of bosses a pointless HP sponge in favor of making the few bosses that would actually benefit from the change not die as much (and very few bosses benefit from the change like this). Yay?
It's a step forward.
And you're over exaggerrating, a lot.
It's not a solution to make all bosses having "hard" mechanics either imho anyway.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
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Posté parFruz#6137le 16 août 2017 à 21:41:43
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Frustrated
Twitch, Twitter, Steam: SunlitKarma Dernière édition par SunlitKarma#2270, le 17 août 2017 à 00:01:12
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Posté parSunlitKarma#2270le 16 août 2017 à 22:25:58
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Have you tried using frost bomb ?
It could be nice if there were couple of other options for regeneration debuff though.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading. Dernière édition par Fruz#6137, le 16 août 2017 à 22:41:24
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Posté parFruz#6137le 16 août 2017 à 22:40:56
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Fruz a écrit :
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VolcanoElixir a écrit :
You go from seeing a boss not doing anything to you, to a boss not doing anything to you for a full minute.
It's making 90% of bosses a pointless HP sponge in favor of making the few bosses that would actually benefit from the change not die as much (and very few bosses benefit from the change like this). Yay?
It's a step forward.
And you're over exaggerrating, a lot.
It's not a solution to make all bosses having "hard" mechanics either imho anyway.
I have spent hours doing mapping as a melee character and here's what most bosses are like:
- Kill blues
- Jump to boss
- Start attacking
- Get hit
- Leech back (non-VP) life, never die
That is literally the only thing that happens for the majority of the bosses. The only thing increasing the life has done is make RMB holding take longer. Bosses where I have to move are ones that toss a DoT onto the ground or Cells boss or Pits boss (where the boss himself is the most irrelevant part of that fight) but even then that's just resetting to go back into the facetanking loop. Seriously the only bosses where I felt like the added HP actually changes the fight are ones that keep putting Consecrated Ground on the field that make them regen back the damage I did and even then I feel like that's more of a punishment for not having a strong enough weapon than something that's supposed to improve the tactical nuance and the danger of fighting bosses (since the AI loves to refresh the regen, making every moment they are outside of the Consecrated Ground all too crucial).
Now I haven't done the new boss HP as a kiting character yet, but I imagine it goes like this: You go from kiting to having to kite for longer if your character isn't meta and doesn't instagib everything anyway. It'll be just like D3's early days where if you found a winning kiting tactic then the time it takes to kill the enemy just becomes even more apparent with bloated life values.
But no, it's probably me not playing the game right, exaggerating my testimony. It can't be that this is a very lazy change on GGG's part where they clearly didn't bother to look at what bosses actually needed a boost in HP and adjusted accordingly. I can understand if some bosses needed to get a boost in HP to let their AI routines process more or they wanted to slow down popular easy bosses to farm but such a sweeping change to every boss is just absolutely boring.
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Well, some did not even need to kite or tank, just boom boom boom before your flask timers get any close to run out.
And for example Shock n Horror or the goddess, do you facetank them all the same ? What about Canyon, and Maze ? Temple ? Primordial Pool ?
Maybe you never were destroying most bosses im a matter of couple of seconds .... but some did.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading. Dernière édition par Fruz#6137, le 17 août 2017 à 00:26:16
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Posté parFruz#6137le 17 août 2017 à 00:25:54
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How about I don't care that bosses were getting one shotted and that the HP buff to bosses punishes and makes gameplay more boring for, in your exact words, never were destroying most bosses im a matter of couple of seconds.
I'm going to reiterate: the only change that was made was making already non-threatening bosses more boring and the OP builds you're citing as the reason GGG made this change are going to be completely unaffected, making it a pointless venture. Bosses like Canyon or Cells already had built in means of extending their survivability by actually being able to kill the player.
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