Defensive Stats on Bosses Dilemma

So since I've watched the zizaran's interview, one question was on my mind constantly.

The lack of defensive capabilities and also the tendency of leaning towards a glass cannon build for bosses, because of many one-shotting boss abilities.

Devs' answers for that were that it would bring about the most massive damage rework in the universe and that they would have to look at skills the bosses are doing.

What if we could get good of both worlds in this scenario. What if there is a world where players that want to spec into damage, could kill a boss very quickly, but players that want to be more defensive could achieve that as well. And that it would not cost devs so much resources.

Would a debuff that is applied to a player upon getting hit be a solution for this problem. It could increase the damage a boss deals to the player by a certain percentage. This percentage could be modified by available sources of defense. Meaning player could get hit more times, the more defense they stack.

The base damage boss deals through the abilities would be less, but ramping up more times they get hit. A similar idea was implemented in Final Fantasy XIV, when the player is hit multiple times and has many stacks of 'Vulnerability Up', each consecutive hit is more dangerous.
Dernier bump le 15 avr. 2025 à 10:24:21
I mean they rebalanced every single player skill so i fail to see why they can't rebalance boss abilities.
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Fonexxx21#3826 a écrit :


The base damage boss deals through the abilities would be less, but ramping up more times they get hit. A similar idea was implemented in Final Fantasy XIV, when the player is hit multiple times and has many stacks of 'Vulnerability Up', each consecutive hit is more dangerous.


I like the consecutive hit idea. I remember Ben talking about uber pinnacles in poe 1. If u have a well geared character, deaths come from a cascade of mistakes. Example exarch ball shouldnt one shot u if ur geared properly. U die to two balls in quick succession, getting slapped by the minotaur before a ball, taking the debuff before being hit by the ball etc. Its not one thing but a series of mistakes.

One cannot help but wonder how such a lust for loot can affect a persons mind. Although these exiles appear to be our salvation, it would not take much for them to turn on us as easily as they fight gods and demons.
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LaiTash#6276 a écrit :
I mean they rebalanced every single player skill so i fail to see why they can't rebalance boss abilities.


There is a point in player progression(not now in poe 2, but generally when considering game design) when they can get such defenses where no matter the damage an ability deals, a player can survive any strike.

In such cases, a problem arises where a player can stand still, do nothing, and still survive. That's why generally what we see devs do is create one-shotting abilities, but it promotes another extreme, dealing so much damage that a boss will not do any ability and you can kill them before anything happens.

What I am proposing is a system that would ramp the damage of bosses based on player mistakes, that would scale differently based on the defensive capability of player's character. Obviously I am not talking about cool one-shotting abilities with clear intent to kill you, like memory game, but to generally streamline all other boss abilities to not be a pushover but increase the significance and allow different style of combat, based on player preference.

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