The Enslaver Gameplay Preview

Nice fight!

Anyway, easy for me^^, 95% fire res, 55% phy red + MoM^^
Your fights are getting better and better , but the powercreep and immortal oneshoters will prob not care :D
I was looking forward to fight bosses like 35% more movement and attack daresso or super saiyan K'aj k'ara'az and you give us that sleepy boss. :(
.....i think combination of minotaur/chimera and Phoenix/hydra would be more challenging if you mix them arena and ability. If the elder consume them he's only gonna do is mix them to be more powerful.
Last edited by 2pher on Nov 30, 2017, 7:43:10 AM
When are all weapons going to be bus-sized, like in certain animes? Because at this point it would make no difference, would it?

Yeah, I know a lot of the kids like it, and I don't mean to spread negativity, but negative feedback is also feedback:
GGG, this fight looks embarrassing.
If you'd scale the obnoxiousness of all effects in the video to one tenth of their size and increase their detail instead, it would be attractive, but transmitting the feeling of powerfulness to the player via bigger and bigger flashes of light feels just cheap to me.

(sarcastic version: go play some Banished, switch to PoE, get eye cancer)
My PC would love those fire effects.
not sure..
personally I found the guardians underwhelming & not worth the grind to reach them. especially hydra was a huuge disappointment. rehashed level cheap boss..
this boss is at least flashy, I hope it is not at t16 or higher, am getting tired of the incessant samey samey grind to reach anything different. hope the elder actually lets us interact more with maps, because as the amount of maps increases the game resembles evermore a random dungeon sim; GGG really needs to rework the atlas a lot, so there is more interaction, sextants dont count they are boring, and only serve to increase critter density a bit, while forcing GGG to nerf density for everyone to compensate... might as well not have them and not nerf anything??
Hope the elder changes all that and is not just " another map mod you see sometimes". The shaper was promising but a let down as you only interact with him like twice when he enhances a map boss & never see him again.
have finally gotten used to the lab... I dont hate it anymore.:)
Great music!

Nice mtx, what is it called?
"
Propper wrote:
"
Redblade wrote:
So I'd love for the designer of this encounter to answer me this...when is a channeling or similar build that needs to be stationary supposed to deal damage?

There's a lot of talk about how problematic instant leech with insane instant attack damage is but this is one of the main reason builds gravitate towards that. Fights that leave no room to deal damage but instead focuses on ability overload.

Don't get me wrong, I love a lot of the fights you make but they do pigeonhole the player in to certain builds due to this type of design. If you increase the health accordingly and instead alternate between periods of surviving priority and damage priority they would be so much more enjoyable.


Well, imo it is like that, for some bosses the periods are longer (i.e. Gorge boss), for some, they are shorter (i.e. Hydra or Shaper).

Take a build with Scorching Ray, it can't leech, channels and for the maximum amount of damage needs "longer" periods of channeling. Still it can easily get all the content done in 3.0. And as Shaper still is the "end of the atlas", it shouldn't have problems with Elder and its Guardians too.

This fight seems more like a Hydra or Shaper fight regarding the mechanics. Dodge, deal some damage for a short period, dodge again and so on... Of course some builds are better for this fight than others, as it will be for other fights the other way around.

Also: Instant leech will be gone in 3.1 (except for Atziri's Acuity I guess), so that won't be a "problem" anymore.


Hydra has the same design flaw. Shaper does have the beam as a down period where you can dps, my issue with Shaper design is primarily related to the floating balls that have too much RNG and can literally screw your run over. Besides if you stand in melee range of Shaper he only melees you which is tankable.

As far as dodge, deal som damage, doge, deal som damage I'd say the deal some damage part is what's lacking. I don't mind the boss gaining lets say 30% more life in order to make the dps windows longer and thus make the fight flow better. I don't mind the ability overload as long as it's followed by a clam period where you can dps before again having to dodge. So it's not about difficulty or that I suck at some encounter, I'm probably better than most at the game without tooting my own horn, it's about how the fights flow and make sense.

If you think of the fights in terms of WoW raid fights a lot of GGG's creations just feels a little bit off in how the design of the fights flow even if the idea is good. And while you can criticize Blizzard for a lot of things their raid fights are excellent.

As for instant leech...you're missing the point. They are removing instant leech without addressing what lead people to go for it en mass in the first place. Fights where there's no time to DPS "safely" or limited room exposing you to random risks of one-shots.

It's possible to create difficulty without limiting space to the extreme (Kitava/Minotaur), ability overload (Hydra/Phoenix) or a combination of them with added heavy RNG based one-shots (Minotaur again). Some of the problem comes from not really knowing what are we supposed to be able to tank and what abilities are deadly. It's telegraphed poorly in a lot of cases which in turn makes it hard to establish a baseline for what we're supposed to be able to "tank".

Minotaur is an example of everything wrong, imo, it's limiting your space in a non-intuitive way where you can't avoid it by playing smart. It's got constant damage that requires massive tank builds to counter without instant leech. And it's got a poorly telegraphed one-shot mechanic that is poorly designed (It targets totems/golems and what not that you might not even be aware of from off screen for example).

Shaper is an example of a really well designed boss on the other hand, the melee attacks are tankable for the most part that allows you to deal damage more sustained. The beam allows you dps windows as well if you can't tank the melee. It's got a well telegraphed one-shot mechanic. It's got a add phase to refill flasks. My only problem with it's design is the floating balls, not what they do but how erratic they are. Sometimes they spawn and chase you down when you need to be in Zana's bubble, something that shouldn't happen imo. During that phase and the portal phase with the adds said balls should float outwards and go in to a waiting state. That would allow for much more skill based dealing with the mechanic and prevent random spawns screwing your run over for no real reason. (Also they should stop spawning when you're not in the map =/).
In game contact @MajorAsshole

Challenge T-Shirt: 4/6 | Full Challenge Totems: 21/27
Last edited by Redblade on Nov 30, 2017, 5:15:33 AM
I havent yet done the shaper or his guardians but anyway look foward to this challenge if i ever get there ,
I havent yet done the shaper or his guardians but anyway look foward to this challenge if i ever get there ,

Report Forum Post

Report Account:

Report Type

Additional Info