Please bring map boss hp down

Actually, it is really just an obsequious buff to Culling Strike and Slayer Ascendancy.




Wolf
I'll take "Swords" for two hundred Alex.
-Faux Sean Connery
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Lightning_Wolf a écrit :
Actually, it is really just an obsequious buff to Culling Strike and Slayer Ascendancy.




Wolf


Well I doubt that was the intention, it is more of a side effect. The issue that stays is that map bosses drop as much as an exile... and exiles are actual loot pinatas, because they have no HP at all. And this didn't seem to have changed.

But this isn't exactly new, the reward structure in maps never was good, so it doesn't really make sense to view this change in this context, because from a loot perspective it never made sense to go for bosses, yes with double dip builds they died fast, but those builds wouldn't exist anymore anyway, and the rest of the builds is a huge step behind them, even if they still deal ridicolous damage.
Bosses need a different approach rather than just adding hp. I am usually the one who screams for a challenge wanting more interesting fights and less facetanking meta. But seriously, this change didn't do jack shit. I m playing frost blades and it s the same story as it was before. Get dmg, get leech, get Vaal pact, now you are good to facetank all content. With just less effective life pool, just make sure u don't get one shot and u good to go. If it took me 10 seconds to kill a map boss while just standing and facetank it, now takes me 20 seconds. When it takes less than 2 minutes to clear a map is it even worth to go in the boss room for a few rares? I could already clear a half of another map with that time
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I_NO a écrit :
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Grimbold a écrit :
Wait, isnt there the Pantheon power, which is refilling your flasks all the time?:-P

Also the map boss HP change is great - finally it feels like you are fighting a stronger monster, before this change you could barely tell a difference between white and unique mob.


How the fuck is this fucking great? Explain to me when you do a high tier deadly map and you do a boss right.

It doesn't drop fucking

Shit?

Explain to me how is that ''Great''? I'm waiting.


Yea.....i just notice the boss health boost... i thought my damage are bad for T1 boss at lvl 70 LOL.
I'm inclined to agree that boss life is too high now. The main problem, as I see it, is that boss damage was balanced around having lower life totals. They were meant to be bursty because it was assumed that they wouldn't live that long, so they had to be dangerous. Now, you still have that extremely dangerous burst damage in many bosses, but they no longer die quickly, so the balance of the encounter is off. They also didn't seem to account for the reduction in player defenses and leech from 3.0.

Now, all of this would be fine, I agree that bosses were way too easy before, I'd sometimes offscreen them without even realizing it, but the problem is, the reward for killing them was not adjusted to reflect their new power. As such, it's now much more risky and time consuming to fight bosses, but no more rewarding than it was before, making it simply not worth doing most of the time now. I know I mostly skip many bosses after the first kill now, as do all of my friends who play. Making players feel that content is not worth doing is bad design.

I think either bosses' life should come down somewhat, their damage should come down, their loot should be increased, or a combination of all three. I think they should be more of a challenge than they were, but there is a balance that needs to be struck and currently that balance is off.
Dude Im in mid maps on 1 alc 3L still. they go down fast enough
Git R Dun!
Dernière édition par Aim_Deep#3474, le 8 août 2017 à 23:55:14
I really hope they don't reduce map boss HP. It's been extremely fun so far knowing that I actually have to deal with and avoid mechanics.

Don't listen to the whiners GG.
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Bleu42 a écrit :
I really hope they don't reduce map boss HP. It's been extremely fun so far knowing that I actually have to deal with and avoid mechanics.

Don't listen to the whiners GG.


They might tune them down a bit. Especialy leave few ones for non meta builds at least up to T10.
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andreicde a écrit :
here is a suggestion for GGG in their infinite wisdom: if they buff the fucking boss hp two times, they should also buff the IIQ/IIR of bosses twice as well. Common logic. Guess the retards in their QA balancing team can't use common logic.

Obnoxious
Toxic
Very emotional
Childish

That's all what this is.

Many bosses were super weak before.
I can't wait to reach maps to have actuall boss fights that feel like fighting bosses.

Now of course, I'm not expecting the balance to be perfect or anything, but many bosses were clearly dying too quickly before 3.0.0.
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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Asheren a écrit :
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Bleu42 a écrit :
I really hope they don't reduce map boss HP. It's been extremely fun so far knowing that I actually have to deal with and avoid mechanics.

Don't listen to the whiners GG.


They might tune them down a bit. Especialy leave few ones for non meta builds at least up to T10.


Personally my guess regarding the HP is that was a quick "fix" from GGG, in short what they managed to do in the 3.0 timeframe to make them line up a little better against a10.


So if I have to guess what the next patch (3.1+) is? I'd say it's a "map adjustment" patch.

ATM the power levels from a10 to T1-10 doesn't line up as it should, and I would guess that we see quite a few adjustments in the upcoming patches.

But not just for bosses, also for std mobs. Ex compare white mobs in a9-10 to T1-10 ones... uhhhh need some tuning here...

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