Immortal Mob
I'm just going to say that I think the life regen on bosses still needs tweaking. It's a bit like AoF -- fine on its own, but combined with other things, it starts to look a bit broken.
If I like a game, it'll either be amazing later or awful forever. There's no in-between.
I am Path of Exile's biggest whale. Period. |
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" This is exactly how it should be. Also you said they were a random event so they don't happen all the time. How is having one mob every now and then (I think I personally have only had 2-3 mobs through all 4 of the difficulties that I could not kill and needed to park) a real big issue for "casuals"? They are not missing out on some super secret loots or content, they are getting exactly what everyone else is. If they choose to get upset over not being able to kill 1 mob, which in the grand scheme of things means very very little, then that's on them, they had options and chose to ignore them. The only time it is a bad thing is when you have to deal with said mob to progress, and that simply is not the case. Beyond_Bow_BobMKIII Level 80 Tornado Shot Scion
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" wow you whine a lot. You think players should be able to easily make a character that conquer everything by himself? Where would the challenge come from? Casuals have 3 very good options. 1.) Get some help. Maybe continue on as a group after its dead. 2.) Bypass it. 3.) Go to another zone for 15 minutes and let the instance reset. Wow, what a terrible calamity for poor poor casuals. |
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This was a problem that happened with Hellgate: London also. We all know how that turned out. There are a few combinations in this game available to both the player and to the enemies that just feel broken currently. Elemental damage for players comes to mind. Said life regen/ally regen/endurance charges is a good example for enemies but there are others as well.
I am not saying this as a casual. I like a challenge. But when you start putting things in the game where the player feels cheated rather than bested, the game is no longer fun for me. I loved Demon's Souls for instance. Everyone said it was hard but I never once felt like the game cheated me. It was always my fault and I could have done something to avoid the terrible death I just experienced. Dernière édition par sharkh20#2500, le 28 mai 2012 à 20:57:35
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" Passive-aggressive bullshit right here. "Ted Bundy grew up eating bread and drinking water. We all know how that turned out." " How is an "invincible boss" not your fault? And why does it matter when you can just walk past it? |
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" Although I'm fairly sure we can agree this wasn't the primary cause for the sinking of the Flagship, the boss problem of HGL is definitely similar to what I occasionally see in PoE. I'd been trying to pinpoint it, and you nailed it in one. Well done, you. If I like a game, it'll either be amazing later or awful forever. There's no in-between.
I am Path of Exile's biggest whale. Period. |
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I fail to see the issue. If it's a random monster spawned with dual regeneration stats - you don't have to kill it. And if you can kill every monster you see save one every 1000 monsters, I think the system's fine. It can't be perfect. There's no reason to nerf shit.
If end-game bosses are randomly spawning with tons of life regen, that's another story - but even if that were the case - it wouldn't matter because you can grind and get better equipment and come back. POE's difficulty, scaling and design so far is miles ahead of D3, where monsters just have fucktons of health at higher difficulties and don't actually invite players to come up with new strategies. I came across a Golem at level 35 on my shield+1h marauder that had Endurance Charges on hit Life regen aura Increased life regen I could bring it down to 30% before the endurance charges would kick in and it'd slowly regen while I was using up all my mana. I eventually left, went to my stash, equipped a ranged skill gem and a totem and kited it around. Since it couldn't get endurance charges, I was able to kill it. My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282 Dernière édition par anubite#0701, le 28 mai 2012 à 22:35:04
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To me it seems that monsters that just regen at a ridiculous rate are a little... boring. Sure, you can't kill it. But unless its got help (which you can kill), it probably can't kill you either. And they're an issue for some classes or builds, but not all. Classes with no ranged attacks or debuff curses (Ele Weakness and maybe Vulnerability) will have difficulty with the endurance charges, classes without energy shield will have difficulty with the life leech, classes with low dps will have difficulty with the regen. Some classes or builds may just happen to counter all three (in which case, problem? what problem?), while some might counter none even if they are completely reasonable elsewhere (though the former is probably more of a problem than the latter).
Also, these regenerating monsters are not nearly as problematic for a group. What one person can't get past, two can, and three or four will probably melt with ease. The way to keep the game challenging won't be with these individual titans, but strong, dangerous and effective mob packs. I've had more fun against them than the occasional life-regen life-leech rock golem. Which I was able to kill after a time but it wasn't satisfying in the same way, nor was it really as difficult - if you do it right it works out just fine against them. I'm not sure how the life regen aura works. But it doesn't seem to help the monster's allies at all. Even if you leave them alone for a little bit, they barely recover. Perhaps the aura should be reworked so that, comparatively, the rare mob's minions got more of a benefit from the aura than the rare mob itself. I think it'd be more interesting if, rather than just straight stat buffs like they get now, rare monsters also sometimes got new skills to use. That may be more the provision of the minibosses and stuff but I still feel it'd be more interesting. |
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It appears this is decaying into a fight between two sides, neither of which actually exist. The people calling attention to these (possibly) impossible to defeat, albeit rare monster spawns are perceived by their detractors as advocates of "nerfing" the monsters into oblivion. Meanwhile, these same detractors, who in turn make very valid assertions that challenge should be maintained in the game, are apparently perceived as hardcore maniacs who may drive away beginners and casual players with their insistence on grueling difficulty. I think we can all take a step back and realize that neither of these characterizations is accurate.
Perhaps instead of tweaking life regen or health regen auras on their own the devs can make it so that no monster can spawn with the ability to summon/resurrect minions, enhanced life regen, and life regen aura simultaneously, because it seems that therein lies our problem. It could even be allowed for two mini-bosses to spawn simultaneously who, combined, had all three of those powers, but the separation of the powers would ensure that it was never impossible to kill a monster or its minions while those minions are also being constantly summoned/resurrected around the player. |
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" Also, this. I once ran into a rare monster in a low level area that started using the fire-raining spell on me out of nowhere (not sure if it was random, but I haven't seen it since). It did a lot of damage as I was fighting the regular mobs, but made me rethink my stratefy on the fly and provided a nice challenge and surprise. |
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