Please bring map boss hp down

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Boltz_4_Life a écrit :
Adapt. People think that they are the only ones that have to adapt to changes in the game. If your build isn't working how you want it to... change it up a bit.

People skipping bosses means they are ADHD or aren't geared / built for it.


No it's because it's not rewarding for it to be killed the fuck dude LOL
Dys an sohm
Rohs an kyn
Sahl djahs afah
Mah morn narr
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sidtherat a écrit :
oh.. VP tornado shot

we are in 3.0 now. want to have any success? it is time to adjust. glass cannons of the past wont cut it no more


Gotta love sid's sage predictions. Almost seems like he knows what he is talking about sometimes - "won't cut it no more".

This is probably the same guy arguing that glass cannon builds couldn't do guardians or shaper because those bosses have too much HP. Hmmmmmm.
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Pyrokar a écrit :
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I_NO a écrit :
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sidtherat a écrit :
way to move the goalpost - you have asked if i play the game at all (physically play the game) - i show you that i do (by linking 3.0 items, not linking valuable items.. way to miss the point). now you want me to be a 'serious player'.. if i show you the list of chars youll move the goalpost again.


bosses hp has increased, so should mob health do. screen wide clears are nice self esteem boosts for the needy but they are unsustainable. it creates expectation creep (more loot! we demand more loot, but for mee onlyyy! otherwise the inflation will make it worthelss so we need moooore of it still!), removes any form of challenge (oh, i can die now) and in long term turns a game into a clicker passtime noone respects

truth is that clearing blood aqueduct and T10 maps is the same. the only difference is the boss fight itself. players who mastered the art of spending nothing on defences are hurt with these changes the most and will complain the most

you can moan and cry but this change is most likely staying in and is a sign of further nerfs to clear speed meta.

oh, and as you are so pleasant to deal with, do not bother responding, im not going to see your answer




Man this guy is hopeless ffs.


He might be, but at this instance he is right and i agree with him. Gigigi made it so that we have to interact with bosses. Good.
Now make us have to interact with regular monsters as well. Then it will actually be challenging.

Instead of crying about more rewards for bosses we should cry for more monster hp so that there is no discrepancy between those two.

No one should be proud of playing or developing a game you play while watching tv.

I dont have to interact with bosses, i skip them. So GGG failed here, sorry.
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ACGIFT a écrit :
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sidtherat a écrit :
just dropped. what was your point again?

So... You have a couple of trash 3.0.0 items, so that justifies you as a "intensive serious player"?

Though, I_NO beat me to the reply. Those things were pretty much worthless in the Beta, and they'll reach that value soon enough on Standard, and even Harbinger.

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Fruz a écrit :
Why don't people run those maps for xp ?
Because those maps are ridiculously small.

I wouldn't say RIDICULOUSLY, but yeah, they wind up having maybe half to two-thirds as many mobs as a T15 map. On its own, it's not absolutely fatal (after all, they're all pretty linear) but I was putting the main emphasis on the boss fight... And yes, numerically, it's that fight that dings your EXP/hr the most, NOT the reduced number of monster packs.

Of course the number of monsters matter, have fun sustaining t16 ....
Point is : people would not run those maps for xp anyway before you just don't sustain them to chain them.
The whole point of those maps is to have an epic boss fights, the mobs are merely bonuses that comme with it, not the other way around.


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Pyrokar a écrit :

He might be, but at this instance he is right and i agree with him. Gigigi made it so that we have to interact with bosses. Good.
Now make us have to interact with regular monsters as well. Then it will actually be challenging.

I have to agree with that.



And btw, it's funny seeing people @"Boss have too much HP, I CANNOT KILL THEM WHILE BEING PERMANENTLY UNDER FLASK EFFECT OMG WTF" !!!
It really tells a lot how much the game has changed, and more important how the player base has ...



and for I_NO : what do you propose ?
That all boss always drop a map of the next tier, to end up having everybody run white maps and be done with the atlas after 3 days in a league ??
Or having bosses drop uniques so that the unique value drop like hell and most of them will be even more worthless, meaning it will have solved nothing but inflating the market even more ?
Or having them drop currency to inflate the market currency wise, reducing the time needed to reach a good enough level of gearing ?

How would you add more loot to them, they already often give you tons of rare an occasionally unique(s) or a map ?

A significant xp boost for some of the bosses is the only think that I can see that would give an actual good incentive to killing them, without having big collateral damages.
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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Pyrokar a écrit :
Gigigi made it so that we have to interact with bosses.

No, they punished players for actually playing the game, rather than the metagame... Which is par for the course. (see also: scamming/flipping earns currency far faster than actually farming could)

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Boltz_4_Life a écrit :
People skipping bosses means they are ADHD or aren't geared / built for it.

Sure, if that helps you feel better about you intentionally gimp your own progress, then go for it. Far be it from me to tell someone that they're wrong to play the game in the particular manner as they feel.

However, one player's own self-challenge decisions do NOT actually have any impact on the game's balance. While I won't criticize your choice to do all map bosses, I *can* point out the fact, is that your EXP/hr, as well as likely your exalts/hr, both suffer as a result of your gameplay strategy.

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Fruz a écrit :
Of course the number of monsters matter, have fun sustaining t16 ....

Sustain stopped really being part of the equation over a year ago, really. And it's not strictly necessary, either; one doesn't HAVE to chain the exact same map over and over again, it's just that the best EXP/hr comes from a tier low enough one CAN sustain it indefinitely through Atlas shaping manipulation.

So the question on that side is whether supplementing a normal diet of Shaped Strand with the occasional guardian would increase or decrease your EXP/hr, and it's clear the answer is the latter.

Though yes, the core point I was getting at remains exactly what you said: people run Guardian maps for their boss fights, because there's a REASON for them. No, for 99% of us, they're not "epic;" (e.g, I don't consider "hold right-click on Minotaur until he dies" epic) but rather, we do it because of the loot. Same reason why someone would do normal Atziri when you're well past any reasonable gains from T4 maps; she might drop a Catalyst, Invitation, or possibly even a Mortal fragment.

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Fruz a écrit :
A significant xp boost for some of the bosses is the only think that I can see that would give an actual good incentive to killing them, without having big collateral damages.

That's actually the core of what I'd want to see. Right now, the endgame EXP system is BADLY screwed up; GGG balances it with crude maneuvers around one tiny, tiny, TINY subset of players: 24/7 streamers that race to level 100.

GGG's motive is that they're upset that their best streamers will race to 100, and then, within a week of league starting, quit and go back to playing more profitable games for the rest of the season, like Overwatch or Hearthstone.

For some reason, GGG still thinks PoE is a tiny, fledgling game, and not one that's consistently stuck in Steam's top 10 played. (at least for the first few weeks of a league) Hence, they think that they NEED that streamer exposure so badly, so they've thrown every roadblock to nerf EXP gains in the endgame they can think of, (T4+ maps don't even count as their monster level, an outright REDUCTION to EXP gains in the 90s, etc.) JUST to try to arbitrarily pad a few minutes/hours onto their "streamer exposure" timer each league.

Obviously, the strategy hasn't worked when I measured the padding in "minutes/hours." As of writing this, HC Harbinger is some 65M away from their first 100, which means it'll likely occur around 4PM today: so a grand total of five days (120 hours) to get to 100.

Meanwhile, for a lot of us other players (especially those of us "serious" players who do stuff like go 40/40, but don't professionally stream) these nerfs really hurt hard. These nerfs are WHY the "Shaped Strand meta" etc. all came to be, since people just resorted to spamming max EXP/hr.

So yes, EXP needs to be redone. And one major way it could help would be making a boss's EXP reward commensurate to the time invested to fight them, rather than just be equal to one trash white mob pack.

Item rewards might be nice, too: no, they don't have to be ways that tank the economy: just look at what GGG's done with labyrinth. (seriously, if you've not stopped to check, go and find those side-caches and silver keys) Granted, some rewards don't make sense as zone-end rewards, (such as the perma-acceleration-shrine, which is EPIC) but there's certainly some options.

But overall, what I'd want to do to fix game play balance in terms of EXP:

  • Reduce the EXP granted by trash packs, so they aren't the sole source of good EXP. Probably cut them in half, just for starters.

  • Similarly, probably hit magic pack EXP a little, since right now they're basically a trash mob pack that gives GOOD rewards for EXP/items. They're also typically the source of our sustain/growth maps.

  • Seriously, fix the tier ratios. Last I checked, it's 1 : 3.5 : 5.5 : 10-30 for white/magic/rare/bosses. Make it something closer to, compared to right now: 0.5 : 2.5 : 7.5 : 50+. Rares already are of questionable worth, so they should at LEAST reward as much as the pack of whites around them that, y'know, died in one hit.

  • If a boss is meant to take up 20%+ of a map's clear time, then it should provide a comparable fraction of the EXP... Even more, if the boss is the only threatening part.

  • Overall, cut the EXP gains from following the current "boss/encounter skip" meta substantially. At least in half, if not more. Return the EXTRA EXP (and probably then some) into both a reward for the boss fight, as well as OTHER possible rewards:

    • Bonus EXP for completing a master mission. (These guys are generally skipped in rotations, ESPECIALLY if it involves hunting the map like for Tora, Vorici, or Catarina)

    • Bonus for finishing a labyrinth trial. After one has the uber lab unlocked, almost NO ONE bothers to run them again; they offer almost no EXP, take longer than the map clear itself, and the item reward (an offering) is barely worth anything.

    • Bonus for claiming essences. Again, these are skipped in rotations due to extremely high HP bars, ESPECIALLY if it has only T3/T4 essences.

    • Bonus for clearing breaches. This would be a "maybe," since I'm not sure, yet, how popular these would be in their current permanently-implemented form. These may be rewarding enough that they're frequently cleared, and hence should offer no extra incentive.

    • Bonus for full-clearing the map. Bonus should be computer-scaled scaled based on the map's popularity. Hence, popular/easily full-cleared maps like Strand would yield comparatively little, while complex/rarely-run maps will reward a lot more.

    • Possibly other bonuses for other types of often-skipped encounter not mentioned here.

    Overall, I'd like to see the possible EXP from a map about the same or slightly increased... But require more time investment to get there. Moreover, the existing "boss skip meta" on fast clear maps would be hit hard, cut to a fraction their old gains, FAR worse off than actually clearing a map proper.

  • Lastly, with all the changes to EXP gains in a map, they should remove the experience penalty at higher levels, and ESPECIALLY the obscene "Fake tiering" system. The latter is part of the core reason no one tries to sustain high-tier maps, because they just plain don't offer as much of an improvement over lower tiers as they should: T11->T15 is only a gain of 1.48 monster levels for EXP, instead of 4.

    This penalty could be safely removed because, with the elimination of the hyper-clear meta, (which yes, this would be a forced meta shift, the one kind of balance change we CAN rely on GGG to pull off consistently) they'd find that streamers would be taking far, FAR longer to hit 100.

  • Part of the reason is that in the current meta, playing in parties DEFINITELY helps: with a simple strategy, no communication is necessary, and each extra player adds a lot more clearspeed. In a revised "finish the encounters" meta, groups would either need vastly better communication, but more often, it'd wind up being best to play SOLO. So on TOP of eliminating the EXP/hr from trash packs, you'd be effectively eliminating the huge bonus from just grouping with randoms.

I'll likely provide something more in-depth later, as its own thread; this is, after all, something I've thought on for MONTHS.
Rufalius, hybrid Aura/Arc/Mana Guardian | Hemorae, TS Raider | Wuru, Ele Hit Wand Trickster
I mean, I guess I really just don't understand why people would object to lowering the baseline a bit. If you're a player who craves difficulty, run higher-tier maps. Roll dangerous mods. Run guardians/Shaper/Uber Atziri. You've got options. You're even rewarded for doing so through higher quantity/rarity/pack size bonuses. If you don't like a more difficult game as much, though, you have no such options.

A lot of people seem to forget, the majority of players are far more casual, don't play meta builds, and don't have access to the sort of gear more serious characters have. Having maps as they are now is going to frustrate those sorts of players, and really does nothing for the hardcore players. If you tone things down a bit, now the more casual players are happy and the hardcores can still play brutal maps by rolling harder mods.

I should also point out, many hardcore players who call out "casual babbies" just run shaped strand with easy mods ad nauseum, so I'm really not sure what they're complaining about.
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ACGIFT a écrit :

Sustain stopped really being part of the equation over a year ago, really. And it's not strictly necessary, either; one doesn't HAVE to chain the exact same map over and over again, it's just that the best EXP/hr comes from a tier low enough one CAN sustain it indefinitely through Atlas shaping manipulation.

It's precisely because the maps that you can easily run in a line are easily sustainable that they provide the best xp/hour ...

You don't get t16 from shaped strand, and those maps are worth something, the whole and only point of those maps is to get the fragments, that's it.
That's why those are completely out of the debate here, the mobs in there are the bonus, not the boss.

And if you only fight Minotaur with a right click facetanking (probably cheezy) build, well good for you.


Some of those xp suggestions are not that bad, but boss should not provide as far as a proportional time investment imho, they already have a 20% map slot and quite a bit of rarity or qty, plus some are not even alone giving this (only one extra map slot though ).

Completely against removing the exp penalty though, that's a different debate too there.

And of course it's better to party, if there was no incentive to partying then people would not play together, and it's not what GGG wants imho.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
ACGIFT, spot on, regarding shifting rewards into the bosses themselves.

I'd further suggest that, rather than removing exp from the trash packs themselves to offset this, remove some trash packs entirely and fold both their exp and items into the map's boss. The number of trash packs removed in this way should reflect how long a competent player with a balanced build would take to perform both the task of clearing the trash and killing the boss with a design goal of ensuring the boss kill was very slightly more profitable on a second-by-second basis than the trash clearing.

Then, because no one likes empty space, reduce the map size until the trash is back at the intended density.

This leaves us with trim, balanced map experience that compensates time invested on all fronts.
Dernière édition par GoldRidley#6244, le 9 août 2017 à 13:58:34
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Fruz a écrit :

and for I_NO : what do you propose ?
That all boss always drop a map of the next tier, to end up having everybody run white maps and be done with the atlas after 3 days in a league ??
Or having bosses drop uniques so that the unique value drop like hell and most of them will be even more worthless, meaning it will have solved nothing but inflating the market even more ?
Or having them drop currency to inflate the market currency wise, reducing the time needed to reach a good enough level of gearing ?

How would you add more loot to them, they already often give you tons of rare an occasionally unique(s) or a map ?

A significant xp boost for some of the bosses is the only think that I can see that would give an actual good incentive to killing them, without having big collateral damages.


Well the thing is, you don't have to change overall rewards. You could shift them. Remove drops from trash mobs add them to bosses.

In the most ideal circumstance a player would always drop the same amount of items per minute spend, regardless if he fights trash or bosses, but right now that is hardly the case and the issue is that the higher your dps the more rewarding bosses are (because you waste a lot of that dps on trash and your loot per minute is limited by walking).
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Some of those xp suggestions are not that bad, but boss should not provide as far as a proportional time investment imho, they already have a 20% map slot and quite a bit of rarity or qty, plus some are not even alone giving this (only one extra map slot though ).


The issue is that those map drops of bosses don't matter. once you are at a T15 map a map drop from a blue is as good as from the boss, because there are no T17 maps. You just don't need the map drop from the boss for infinite sustain. Overall map drops from bosses would only be a decent rewards if maps would be rarer, but that would again punish weaker builds that cannot do all maps. So bosses could simply drop a bit more, and it isn't even dropping a lot of this is feeling. Why can't we get a cool chest to open when we kill a boss, something like the ones behind Izaro. Actual rewards are often far less important than excitement and honestly I'm not that excited about killing a map boss it just happens and I think with some cool chests to open this would be an option, even if those chests wouldn't make the boss kill worthwhile, opening a chest is more interesting exspecially if you can randomly get some other things like a bunch of divination cards or some maps, just something like this. And to compensate trash mobs could lose some of their insane dropping power.
I also think the hp should be reduced it is hard enough with 1x hp on a fair few bosses unless you have super decent gear or a super good build and can just melt stuff in seconds :|

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