Why, I ASK why is it to damn hard to kill Bosses
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Hi.
Im at ACT 9 and I have been killed over 300 times, mostly (90%) from Bosses from Act1 to Act 9 What is wrong with this game. U can play a normal map without any problems, and then you meet a Boos, and 30-40 kills later you have killed it. Im done with this game, im done paying anymore money of mine to this *beep* game. GGG you sould considdering apply some level hardness, like, easy, normal, hard or extreme, and then the outcome will be from it (its still shit as it is now.. BAD LOOT all the time) Im out!!! Last edited by Tuffy_DK#6014 on Jun 28, 2020, 2:42:13 PM Last bumped on Jul 4, 2020, 9:33:23 AM
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if ur dying 300 times before getting to maps it's you not the game.
3.26 when?
Don't abandon us. don't turn your backs on the ones loving poe. |
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" GGG said hold my beer: Let's create 10 acts and scale difficulty progressively, while taking longer to reach end-game! Brevik would be proud "Path of Exile's engine is currently modern, lean and fast." - Chris Wilson, September 19th, 2019 "It looks like we broke something with 3.10.0. We don't know what it is yet." - Bex, March 16th, 2020 Last edited by girng#7675 on Jun 28, 2020, 2:48:26 PM
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" If U say so.... |
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yes, the level designer is dogshit, i say it without any hesitation.
it's like he set the normal map difficult at level 1 and when you get into the bosses fight the difficulty level suddenly rises to lv.99 and then it's back to level 1 again after you killed the boss. this level designer doesn't know shit about how to scaling the difficulty. Last edited by Ozxell#4971 on Jun 28, 2020, 3:02:29 PM
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" To chime in, I say so too. How about we make this a conga line, gents? |
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cus bosses are there to improve ur build.....and ur skills (knowledge). if u can't kill them ,u're doin' something wrong...
learning is a painful process ... knowledge is the most deadly weapon.
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I wasn't going to reply since you said you quit, but then I realised people go back on that and also I wanted to offset the snark from other posters.
Path of Exile retains some design features from Diablo 2 that aren't terribly intuitive. For example, Elemental Resistances stacking additively; this means that a character with 0% elemental resistances is taking 400% as much damage as someone with 75% elemental resistances (1.00 damage multiplier / 0.25 damage multiplier = 4.00 comparative damage multiplier), and the game is more or less balanced around you have capped resistances by the time you start hitting the end of story bosses. So of course you'll have a bad time if you don't stack resistances - even at 50% resists, you're taking 200% as much damage (1.00/0.5 = 2.00 comparative) as the designers likely balanced around. Another design aspect that may not be immediately clear to new players is that you must stack both flat and increased bonuses to toughness pool (Life or Energy Shield; Life is generally more comfortable to new players) in order to be able to absorb large damage hits. So this means you want to look for both flat +x maximum Life on gear, as well as speccing for +x% increased maximum Life on the passive tree. Additionally, enemy DPS itself is quite high, based on the assumption that you will stack one form of defence or another. For "normal map," killing the enemy before it kills you is an acceptable form of defence, but for "Boos" the designers typically intend for you to manually dodge telegraphed attacks, or stack relevant defences against them (which must be more than just pool (Life/ES) if you want to actually facetank them - most players just take the manual dodge route during story so they don't have to invest in gear that'll just be upgraded at endgame). Need game info? Check out the Wiki at: https://www.poewiki.net/ Contact support@grindinggear.com for account issues. Check out How to Report Bugs + Post Images at: https://www.pathofexile.com/forum/view-thread/18347 Last edited by adghar#1824 on Jun 28, 2020, 3:02:09 PM
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" I can always Play my belowed D3 :-) |
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The game gives you all the tools you need to make this "problem" a non-problem.
The actual problem is that new players who don't do any outside research have no understanding of the mechanics necessary to create a build which doesn't spend 95% of its playtime on the floor while still doing damage. |
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