why do some map bosses deal immense damage while others do nothing?

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mattmo wrote:
I am a total newb in this game (130 hours played) and this random boss power spike in maps is my biggest complaint so far.

From a new players perspective, it was and is VERY discouraging to roll through a map like I'm on normal difficulty, to suddenly walk into a boss room and die to a one-shot before my mouse can hover over the boss. It's like running into a brick wall that feels completely out of balance and out of place.

I don't yet know which maps have which bosses (only done up to T6 maps), so it's a total crap shoot whether or not I walk in and get decimated without a chance of prevailing, or run circles around some shit boss that doesn't seem to have an attack.

This seems like they pulled bosses out of a hat and placed them blindly into maps, no apparent balance or difficulty curve whatsoever. Most frustrating experience so far in this game.

Ps. Just want to emphasize the fact I am a new player and understand certain things will be more difficult for me than some of you veterans, but I stand by my thoughts.


Everytime you try a new map, check the youtube videos... it's the best way to know what you gonna need. Flasks, belts, shields...

If you have an "if" build, you need a lot of details before you face some bosses.
"
mattmo wrote:

This seems like they pulled bosses out of a hat and placed them blindly into maps, no apparent balance or difficulty curve whatsoever. Most frustrating experience so far in this game.

And they did so, in fact. Map bosses are usually just "stronger" (have more HP, damage, etc) versions of bosses you meet through normal gameplay (with few exceptions - namely, Torture Chamber boss). Sure, the final boss of the act should be far more badass than a "general" boss you meet through act clearing. But when it comes to maps, bosses originated from final act bosses, feel OP compared to others.
Also, when GGG releases new content, they tend to make it far more difficult than existing one. Bosses from the end of Act3 are much more badass than those from previous content. For example, Chimaera-boss you meent in Terrace, trio im Museum, etc.
And bosses from act 4 (which was the latest released) are even MORE badass than those of act3 end. Bosses in Malformation, Phantasmagoria, Village Ruin are all originated from Act4 bosses....
Normal Mobs from end of Act3, and especially Act4 are lso far more badass than those of previous content. Devourers, Porcupire Goliaths, Rakangos, Giant skeletons, list goes on.
IGN: MortalKombat
Molten Strike build guide: https://www.pathofexile.com/forum/view-thread/1346504

There is no knowledge
That is not power
Last edited by MortalKombat3#6961 on Feb 9, 2016, 5:23:26 PM
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SupaMF wrote:
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mattmo wrote:
I am a total newb in this game (130 hours played) and this random boss power spike in maps is my biggest complaint so far.

From a new players perspective, it was and is VERY discouraging to roll through a map like I'm on normal difficulty, to suddenly walk into a boss room and die to a one-shot before my mouse can hover over the boss. It's like running into a brick wall that feels completely out of balance and out of place.

I don't yet know which maps have which bosses (only done up to T6 maps), so it's a total crap shoot whether or not I walk in and get decimated without a chance of prevailing, or run circles around some shit boss that doesn't seem to have an attack.

This seems like they pulled bosses out of a hat and placed them blindly into maps, no apparent balance or difficulty curve whatsoever. Most frustrating experience so far in this game.

Ps. Just want to emphasize the fact I am a new player and understand certain things will be more difficult for me than some of you veterans, but I stand by my thoughts.


Everytime you try a new map, check the youtube videos... it's the best way to know what you gonna need. Flasks, belts, shields...

If you have an "if" build, you need a lot of details before you face some bosses.


someone may as well code an add-on that detects monster's mods and shows you the possibility that you'll die correlating to your own stats, the damage and capacity monster deals from attacks, the element that it deals, and recalculate the damage if the map has additional mods / monster has mods that change. recoloring the monster's name outline from blue to green to yellow to red if it's going to kill you at the touch.

and my idea would probably be considered a hacking tool or disallowed by GGG.
I just feel that lots of the bosses in these maps aren't even worth the effort so I TP out and start a new one. Is this a common thing to do in this game? Or are these bosses generally steam-rolled in full parties?

It feels really weird to destroy everything then leave at the boss due to difficulty, but I can't imagine the really challenging ones are worth doing for more than the fact that they are a challenge. Intended design? If so, why place these bosses in the map tiers they are on?

Also, I am playing a dual flame-totem witch build following a guide by LiftingNerdBro. I can cheese my way through some of the boss fights due to the play style of the build, but even then it takes too long to bother most times. (Example: On Musuem trio, drop totems, leave area, repeat. Yawn).
Last edited by mattmo#3310 on Feb 9, 2016, 5:40:03 PM
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mattmo wrote:
I just feel that lots of the bosses in these maps aren't even worth the effort so I TP out and start a new one. Is this a common thing to do in this game? Or are these bosses generally steam-rolled in full parties?

It feels really weird to destroy everything then leave at the boss due to difficulty, but I can't imagine the really challenging ones are worth doing for more than the fact that they are a challenge. Intended design? If so, why place these bosses in the map tiers they are on?

Also, I am playing a dual flame-totem witch build following a guide by LiftingNerdBro. I can cheese my way through some of the boss fights due to the play style of the build, but even then it takes too long to bother most times. (Example: On Musuem trio, drop totems, leave area, repeat. Yawn).


Bosses have a chance to drop a +2 map, I believe it's a +2?! And they said they up'd the chance recently, so thats why we do em!
"
justinmm1988 wrote:

Bosses have a chance to drop a +2 map, I believe it's a +2?! And they said they up'd the chance recently, so thats why we do em!


When i get <5% experience per map, i wont risk to lose 10% experience just for "chance to drop +2 map" (btw, that chance is kinda low).
IGN: MortalKombat
Molten Strike build guide: https://www.pathofexile.com/forum/view-thread/1346504

There is no knowledge
That is not power
Last edited by MortalKombat3#6961 on Feb 10, 2016, 3:23:39 AM
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keshanberk wrote:
"
SupaMF wrote:
"
mattmo wrote:
I am a total newb in this game (130 hours played) and this random boss power spike in maps is my biggest complaint so far.

From a new players perspective, it was and is VERY discouraging to roll through a map like I'm on normal difficulty, to suddenly walk into a boss room and die to a one-shot before my mouse can hover over the boss. It's like running into a brick wall that feels completely out of balance and out of place.

I don't yet know which maps have which bosses (only done up to T6 maps), so it's a total crap shoot whether or not I walk in and get decimated without a chance of prevailing, or run circles around some shit boss that doesn't seem to have an attack.

This seems like they pulled bosses out of a hat and placed them blindly into maps, no apparent balance or difficulty curve whatsoever. Most frustrating experience so far in this game.

Ps. Just want to emphasize the fact I am a new player and understand certain things will be more difficult for me than some of you veterans, but I stand by my thoughts.


Everytime you try a new map, check the youtube videos... it's the best way to know what you gonna need. Flasks, belts, shields...

If you have an "if" build, you need a lot of details before you face some bosses.


someone may as well code an add-on that detects monster's mods and shows you the possibility that you'll die correlating to your own stats, the damage and capacity monster deals from attacks, the element that it deals, and recalculate the damage if the map has additional mods / monster has mods that change. recoloring the monster's name outline from blue to green to yellow to red if it's going to kill you at the touch.

and my idea would probably be considered a hacking tool or disallowed by GGG.


You wish, this is a punishing game... The whole existence is based in f*cking players fun. :)

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