Risk versus Reward in PoE: Bosses

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Vresiberba wrote:
Due to the ridiculous XP loss on death, I have started to carefully look for certain mods on maps to avoid and not do any bosses of any kind. Yeah, oh, what fun.


To add to this, if I am running a map in which I know I will skip the boss, it is a bonus when the map rolls with a Unique Boss has XX XX XX because it is added IIQ/Pack size without any added risk.

Pathetic, I know.
I kill all bosses, but only because I'm kinda OCD there. I am always disappointed by their drops.

Make bosses drop horizon orb shards, one per modifier on the map.
This is a nice random reward which does not make maps more common but makes it easier to fill out your atlas SSF.
And/or: If you die in a map, the map boss gives you back (a large part of) the lost XP.

Just my 2 ct
May your maps be bountiful, exile
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SisterBlister wrote:
I kill all bosses, but only because I'm kinda OCD there. I am always disappointed by their drops.

Make bosses drop horizon orb shards, one per modifier on the map.
This is a nice random reward which does not make maps more common but makes it easier to fill out your atlas SSF.
And/or: If you die in a map, the map boss gives you back (a large part of) the lost XP.

Just my 2 ct


Giving back XP is bad concept IMO. It might end up being a "keep dying until you kill it" cause XP won't matter. It mitigates the risk too much which might just keep the rewards shitty. I am all in for making the risk higher but the rewards should follow that as well.
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Slaanesh69 wrote:
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Vresiberba wrote:
Due to the ridiculous XP loss on death, I have started to carefully look for certain mods on maps to avoid and not do any bosses of any kind. Yeah, oh, what fun.


To add to this, if I am running a map in which I know I will skip the boss, it is a bonus when the map rolls with a Unique Boss has XX XX XX because it is added IIQ/Pack size without any added risk.

Pathetic, I know.


Calm down baby....we all do that xD
Yea it's ridiculous it should probably boost boss loot by vast margin instead...
Bosses are absolutely pointless. The drop is like a drop from rare monster..
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Bosses are absolutely pointless. The drop is like a drop from rare monster..


We agree on something! Yay!

The drops from bosses should be on-par with the total drops from an Abyss, or Breach. Maybe not as much clutter, but in terms of potential. But map-value can't be increased. They know that. You can't have Tn maps with an expected result of Tn+1 or Tn+2. It's not reasonable.
1. Nope

2. Why? The bosses are pointless to fight outside of completing atlas (well part of it anyway). Damn near all the bosses currently do not do anything special. A lot of boss attacks can be ignored. Some bosses can be killed off screen. There is no challenge in fighting them. Even if there was there is not much to be gained from them. I would like to see a rework of boss mechanics so they actually fight back or give them some actually defense to damage types or something. Watching a boss get one shotted is shameful. they are boss monsters for fuck's sake they got to put up some sort of fight. they are just as pitiful as the rogue exiles.

2a. Loot does not really do much for me because I can trade for whatever I want. Adding more fragments of anything is just more tab clutter that is going nowhere i already have a lot of tab clutter with the div cards and other junk i do not want to make it worse. What i would like to obtain is the head of a boss as a drop that i can give to Tora (I am just going to assume she is a Taxidermy specialist) to mount their stuffed heads on things (looking at you chicken king rigwald) like: a league totem, crafting bench, back wall of hideout, map device, etc.
Still failing to solve "The Riddle of Melee" 4.0 HYPE!!!
SILLY BITCH...THE EAGLES ARE COMING!!!
THE EAGLES!!! (bleeds out from a wound to the gut)
the eagles...are...coming...(coughs)...the eagles...
1. Nope
2. 100% more quantity drops from unique bosses.


I do however, completely against the idea that bosses have 100% drop rate of any item. This will completely ruin that item's value, without a doubt. Not everyone can do high tier map bosses, sure, but a LOT of people have no problem killing them to an extent that they're practically just normal mobs on a different settings.

This is my second point, I do believe that bosses are still too easy to kill. To most 'proper' map farmer builds, except for special snowflake like Herald Bombers, the majority of the bosses on maps takes mere few seconds to kill. I guess it fits the reward, but I really can't take them seriously as bosses in PoE for maps below T16.
They've added a lot of content in the last few months, and admitted they were pressed for time. Hopefully they'll smooth things out a bit in next league.

I'm old with slow reflexes, not particularly good at these type of games, but some of the bosses don't
particularly make sense to me, they might as well not be there at all for the risk-reward factor. 1 time for map bonus is all I can stand. More Kitavas on maps, bah. Reef and Lair maps, once was enough to make me lament old age, with no desire to do again for worthless junk.
1)Sometimes. I would say it depends on the boss. Some of the reward is being able to do t15 bosses deathless. You feel the accomplishment. Sometimes you get plus 2 map drops from them and that feels good. I always do the bosses. I very rarely die. The only ones that I think are annoying are the ones that have multiple phases. They take waaaaay too long. I could definitely understand why people would skip those. They are not time efficient and are dangerous for not really that much reward.


2) I think bosses should give a lot more experience. I don't think they should give crazy loot. If you get 2% exp on a map, then you should get 1.5% from map and .5% from boss or something like that. That would entice people to kill the bosses.

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