Arua combos that should not be!

just my 2 cents:
I met a group of 2 minibosses that were resurrecting their minions and both were in the same room and shared auras. I died 3 times, went back, cleared all rooms around them and started luring the minions away from minibosses so they can't be raised, also raising my own minion from their bodies just to make sure the bodies were destroyed. Took a while with all the running but in the end it felt GOOD to be able to beat them. Could have used a better reward (maybe give each mob a power value which gets multiplied by a factor when it is champion, or has aura, and then use the resulting value as base for determining loot).
But the most important thing I had fun, I killed a hard mob and this helped me not kill the IRS clerks when I met them.
I like the idea of monsters with more mods giving noticeably better loot, but I'd also like to add that monsters shouldn't be able to get multiple mods that are similar in effect (sounds like some people are encountering mobs with three mods that all give health regen of some kind). I don't like the idea of a mob reflecting more damage back at me than I deal to it either.
Give them more auras, make them sneaky, make them hard but dont forget to make them worth it.
ZOMG ITS BETA TIME!

http://www.pathofexile.com/forum/view-thread/23123 This is why.
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MTGrave wrote:
My main thought is that monsters shouldn't be harder then the bosses


agree
Me and a friend of mine will never forget the 2 necros we ran into one night...and thats a good thing. ended up just detonating all the bodys to get threw to the necs, but it took a good 15-30mins... we dont remember what the auras were, that wasnt the point.

Our comment was "For once an arpg that doesnt have to just kill you to make it challenging"

Id like to keep that true.
I think it is fun when there comes one really hard challenge every now and then, all unexpected. Makes the gameplay just a lil bit more, eventho i dont know exactly how powerful this mob/miniboss were.
Please do not make conclusions based on one-time experiences. The game hasn't even reached open beta and people are already complaining about it being too difficult? Besides, a true challenge is what makes a game lively and thrilling. We don't want this to be another D3, do we? Diablo III is colorful, flashy, but easy and boring, and that's why most people are disappointed with it. When the game releases and settles down for a month or two, then we can point out it's flaws. After all, there are lots of things to learn in this game, don't you think?
I propose adding Rarity and Quantity modifiers to individual monster mods, one each.
When a Rarity mod meets a Quantity mod and those are on at least two mods that together make a killer combination, a multiplier occurs equally to each mod based on the total amount of auras the mob has.
That way you won't get consistent loot between each variation of difficult mob spawn, rather more Rarity for one type and Quantity for another.
This could be tweaked for logical results, for example a very tanky mob would drop with more Quantity as it could be carrying greater weight, while a nuke or evasive mob would drop with Rarity as it could protect a treasure or two.


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Taxpayers wrote:
When the game releases and settles down for a month or two, then we can point out it's flaws.


Why do you think we're Beta [fill in the blank]?
We're here to flood the forum with every flaw we can find,
so less people find any when it's released.
GGG isn't going to sit back and ignore it's customers until they look bad when it's too late.
Pay attention to how hard they've been working,
read the forums. They wisely want your criticism.
Lady Luck Loves a Trust Fall
Last edited by Denninja#6883 on Jun 22, 2012, 11:41:26 PM
I'm coming here straight from D3, and I can tell you that D3 is a prime example of aura/ability combos that should not be. There is a difference between running into a mob that puts up a significant challenge, and ramming your head into a brick wall until it breaks (whether it is the head or the wall that breaks depends on the player). It is all too common to run into a mob with a cheap, nigh-unbeatable combo of auras that leaves the player with two choices: 1) restart and hope for a better mob, or 2) avoid it (option 3) zerging it into the ground was nullified somewhat with the most recent patch). To steal a good idea from the D3 forums: the auras should be broken down into maybe 3 categories: offense, defense (including reflections), and misc (or wild card). Make it so a mob can only have 1 offense, 1 defense, and 1 misc. aura. That will ensure a good amount of variety without running into extra health/health regen/dmg reflection or other cheap combos. Then again, I haven't played this yet. I just don't want the game to fall into the black-hole of artificial difficulty and cheapness that D3 did.
I really think a higher reward would be the best approach to this.

I also come form diablo 3 and while it pisses me off extremely everytime i meet a mob which my character just cannot handle (reflect dmg, vortex wall arcane anyone -.-') i wouldnt really like to only have mobs that i know i can easily beat.

On the other hand if i meet such a nigh impossible mob but i know that it will definitely drop better loot ( in d3 language say i know, that on top of the standard loot a really wicked mob will drop a certain lvl 62 or 63 rare item) i will get an interesting mixed reaction, first oh crap what a hard mob but second oh goody! loot!

This wuld help overcoming the frustration which is created by getting ur ass kciked multiple times by one mob.

And for the "just skipp it" argument, yes, it s an option and sometimes even a necessity BUT the devs must think about it how often that should occur because if u have to skipp mobs on a regular basis for say one of their properties, it does get frustrating. And as those things are random and the randomness is generally a really good thing u can get really unlucky.

This can and should be counteracted with a sor t of guaranteed better reward for harder enemies.

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