Shaper 68 million hp

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BloodPuddles420 wrote:
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FramFramson wrote:
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BloodPuddles420 wrote:
The people complaining about this are missing a massive part. This was about balancing it, not making it more difficult. People can get so powerful there was someone who had enough damage to one shot almost three Shapers at once.

There's nothing they could do to make it more challenging when literally any build can get millions of DPS. Other than add a massive amount of invulnerability and phases, which would be way worse.


Uh... there are literally thousands and thousands of different game mechanics to make bosses difficult in video games.

Surely a handful of them are adaptable to ARPGs to make boss fights more meaningful than this boring, phoned-in "balance" change.


Tell me just one that would prevent someone with 5 million DPS from making a joke of the fight.

Edit: Typo.

- Directional/partial invulnerability which forces manoeuvring
- Directional vulnerability
- Conditional HP boost or recovery
- Conditional damage ramp
- Minions or obstacles which actually reasonably guard the boss instead of just being speedbumps (frost balls in Hydra fight for example), and which require different mechanics or play from killing the boss himself, or are a variation
- Izaro-like support-adds which can be disabled but which reduce drops
- Environmental hazards or changes, even simple things like the Elder guardian area refresh
- More complex/chained attacks with varying orders
- More high-power/lethal telegraphed attacks
- Environmentally-triggered traps, boss buffs, or player debuffs which punish sloppy movement
- Arena changes in size or dimensions
- Those phases GGG loves so much
- Varying speed of battles/attacks
- Dynamic AI changes where the boss responds to the player with a more conservative or a more aggressive playstyle
- Deliberate counters to the player's types of attacks (i.e. improved AI response)
- In-battle switches or triggers to make parts of the arena hazardous for the boss or change the arena size to the player's advantage

That's enough for now.

Don't be a dullard.
Last edited by FramFramson#6091 on Dec 14, 2019, 8:58:14 PM
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FramFramson wrote:
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BloodPuddles420 wrote:
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FramFramson wrote:

Uh... there are literally thousands and thousands of different game mechanics to make bosses difficult in video games.

Surely a handful of them are adaptable to ARPGs to make boss fights more meaningful than this boring, phoned-in "balance" change.


Tell me just one that would prevent someone with 5 million DPS from making a joke of the fight.

Edit: Typo.

- Directional/partial invulnerability which forces manoeuvring
- Directional vulnerability
- Conditional HP boost or recovery
- Conditional damage ramp
- Minions or obstacles which actually reasonably guard the boss instead of just being speedbumps (frost balls in Hydra fight for example), and which require different mechanics or play from killing the boss himself, or are a variation
- Izaro-like support-adds which can be disabled but which reduce drops
- Environmental hazards or changes
- More complex/chained attacks with varying orders
- More high-power/lethal telegraphed attacks
- Environmentally-triggered traps or buffs which punish sloppy movement
- Arena changes in size or dimensions
- Those phases GGG loves so much
- Varying speed of battles/attacks
- Dynamic AI changes
- Deliberate counters to the player's types of attacks (i.e. improved AI response)
- In-battle switches or triggers to make parts of the arena hazardous for the boss or change the arena size to the player's advantage

That's enough for now.

Don't be a dullard.


You end it with "Don't be a dullard" as you're saying completely wrong stuff. 90% of that stuff can be DPS'd through just as easily, and what can't is what I blatantly said "other than" because people would be throwing way more of a fit over invincibility and heavier phasing.
Need a new signature, cuz name change. I dunno though. I guess this seems fine. Yeah, this is good.
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BloodPuddles420 wrote:
You end it with "Don't be a dullard" as you're saying completely wrong stuff. 90% of that stuff can be DPS'd through just as easily, and what can't is what I blatantly said "other than" because people would be throwing way more of a fit over invincibility and heavier phasing.


Okay bud. Clearly making bosses in ARPGs more mentally challenging is an insoluble task beyond all human capacity to solve.
Last edited by FramFramson#6091 on Dec 14, 2019, 9:03:25 PM
Shaper is easy, More hp, he’s still easy. Why is he easy? All his damage is avoidable, and you only have to look at him for the location origin except for the very end which can have much of it negated with Culling Strike. Not to mention he’s an old boss.

People bring up dps issues...kinda a joke. Very few skills have difficulty reaching the 1 million mark, or at least did. I haven’t progressed far enough to see how the new changes play out. It’s not GGG’s fault if you are playing a poorly optimized build, and it’s hilarious how many people think everyone should experience 100% of the content. If you are not willing to invest the time, then do not expect to do as much as someone who plays 10x as much as you do.

Most people who reach maps will not fight the Awakener. Why? They are either too unskilled / unfamiliar with game mechanics, and/or they do not invest enough time to reach and kill him. I do not believe there is a single skill within reason that cannot do it, though you certainly will struggle if your goal is to kill him with only Leap Slam or something.
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I_NO wrote:
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jlh165 wrote:
More hp only makes Shaper take longer. I’m sure it’s still just as easy a fight.


It legit took 8 seconds vs 2 to 3 in terms like my builds vs your average person it doesn't do anything like at all all this did was hurt the other players and I was using my 60m EQ base char like I don't mind but it legit didn't do anything for you know for the people whom it was targeted too.



The problem is there's such a vast gap between top meta builds and normal players that any attempt to "balance" by making content harder will have zero impact on the builds that make content trivial.

In order for it to not be trivial for meta builds, it has to be FUCKING IMPOSSIBLE for every other build.

Same problem when they try and nerf gear etc, it doesnt really impact the meta builds at all but demolishes the non-100% efficient builds.

Should just put diminishing returns on everything and be done with it.
Oh no, someone who perfects their build set-up and has the perfect gear can kill a boss real quick. So let's just 4x the HP for no reason at all.

All that does is make items more expensive and marginal builds more useless.

You realize there's an end game right? You're not meant to struggle for 3 months, at one point your efforts should always be reward with you feeling like a God.
Last edited by poeGT#1333 on Dec 15, 2019, 2:58:19 AM
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poeGT wrote:
Oh no, someone who perfects their build set-up and has the perfect gear can kill a boss real quick. So let's just 4x the HP for no reason at all.



More like "Oh no boss is literally so god damn easy you can pick any skill (that was meants to deal dmg) pick 10c gear and kill it with closed eyes"
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Asmosis wrote:
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I_NO wrote:
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jlh165 wrote:
More hp only makes Shaper take longer. I’m sure it’s still just as easy a fight.


It legit took 8 seconds vs 2 to 3 in terms like my builds vs your average person it doesn't do anything like at all all this did was hurt the other players and I was using my 60m EQ base char like I don't mind but it legit didn't do anything for you know for the people whom it was targeted too.



The problem is there's such a vast gap between top meta builds and normal players that any attempt to "balance" by making content harder will have zero impact on the builds that make content trivial.

In order for it to not be trivial for meta builds, it has to be FUCKING IMPOSSIBLE for every other build.

Same problem when they try and nerf gear etc, it doesnt really impact the meta builds at all but demolishes the non-100% efficient builds.

Should just put diminishing returns on everything and be done with it.

^ THIS!
German saying: Schönheit und Funktionalität in Sekundenschnelle zu ruinieren, ist dem wahren Dilettanten keine Herausforderung!
torturo: "Though, I'm really concerned, knowing by practice the capabilities of the balance team."
top2000: "let me bend your rear for a moment exile"
Most of the AI tweaks people have suggested, actually require work to implement.

Triple G be like
"
y=4x

^^^

That is enough work for today. Think I'll go watch RuPaul's Drag Race. *yawn*"

We know that boss HP is not the only problem here, because bad builds can still kill high HP bosses, and better builds sometimes still die to bosses with comparatively low HP.

Shaper having more HP doesn't change anything about the fight's mechanics of manually avoiding, casting, then back to manually avoiding. The only thing that HAS changed is you're doing it longer each phase.

You haven't punished dps or movespeed, you've bored everyone else literally to death.
[19:36]#Mirror_stacking_clown: try smoke ganja every day for 10 years and do memory game
How to stop someone with 5 million dmg? Easy as pie!

Identify why his build have 5 million dps in first place, nerf the stuff to be in place with other builds in game. There are just few builds that are overpowered, and it all revolve around just few tricks and items.

In example: cyclone builds have most dmg from the inbuild physical dmg to gem. Remove it and you will see drop down by around 70% of DPS.

Other example: headhunter mechanics....hint hint
Last edited by herflik#4390 on Dec 16, 2019, 1:20:39 AM

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