Boss design - have you guys reached a creative dead end?
I'm looking at Streamers take on the new bosses in League and in Standard, and it pretty much comes down to visual clutter and instant death mechanics.
Is that the only thing that can kill a full-mirror-geared Standard powerhouse character, or pose actual challenge to a Streamer? What's the point in making an actual fight, then? Just flag the streamer accounts so you can randomly roll dice to kill off their characters. And give the regular players fun bosses that aren't green on green, Ikaruga on red, or instant death BS. Please. Alva: I'm sweating like a hog in heat Shadow: That was fun Last bumped on Mar 5, 2022, 11:57:18 AM
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In a week or two, people will have figured out the mechanics and be complaining that they're too easy.
But initially it probably seems like they're just too crazy. I've learned over the years to ignore content that I don't enjoy, which is pretty much all of the "end game bosses" in PoE. I already have high blood pressure and don't need that in my life. |
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yeah. As usual the ART design is great kudos to the team. BUT the mechanics and balance is off. Not hard per say as after a couple of tries and weeks u will be killing them in 1-2secs. Problem is they lost creativity and after uber elder and before that atziri they don't know how to do bosses anymore.
The fixation on killing streamers make them do this surprise non intuitive mechs that insta kill u... as everything else can be bypassed by logout macro that they allow it. So here we have 2 problems. First: the lack of creativity/pressure of releasing new content every 3 months Second: The wannabe esports and wanting to kill no matter how the "profissional gamers" that can logout instantly if they see danger... Yeah even the streamers (all of them so far) said the new bosses are underwhelming... Cheap mechanics only to "gotcha kill u hahahaha" and rest is boring and lack creativity. Elder, shaper, ubber elder still the best bosses out there and I rly doubt there will be better ones cause devs have the WRONG priorities rn. They think too much on how to delay players/kill them and less on the fun aspect Again I still give my kudos and grats to the art team, I rly like the arenas/boss design visually. Sound effects are cool too. Last edited by IHellBoundI#4693 on Feb 7, 2022, 8:24:05 AM
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Thats always been their boss design?
It looks like they are trying to challenge players in ways aside from the mathematics behind their character which is about the only avenue they have available currently. If they don't one shot they are a joke, that's kinda all there is to it. I already felt like they caved on their usual design by letting players skip phases, I realise that's the point of high DPS but its ludicrously advantageous to do so and undermines the difficulty of the content for anyone else. I don't personally mind either way but I think they'd be better getting their priorities straight. Maybe they have though and this is the way. |
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Tbf there's already people saying the new bosses are oneshot cakewalks, although I don't know any of those people personally
[19:36]#Mirror_stacking_clown: try smoke ganja every day for 10 years and do memory game
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" yeap that's the thing they are lol. With 30m dps +- that is not "hard" to have u will kill them in a few secs before they do any mechanic. I killed all already and it is by far easier than any of the other bosses. What I (and I think others) are saying here is the CREATIVE design that is missing. New bosses are a joke with gotcha mechanics that punishs low dps builds. They only thought about racers when designing these new bosses as racers usually don't have high dps, use logout macro, and can dodge anything they trown at them so the only way to kill them is by surprise mf bs that come from nowhere. |
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" Skipping Boss phases isn't a PoE invention/exlusivity, it's a fairly common mechanic in many RPG. I've played FFXI for a while and at one point we could kill Kirin under 5 minutes, skipping the whole bunch of mechanics it could throw at you. Last edited by Silverpelt#6095 on Feb 7, 2022, 1:00:22 PM
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The problem is, has always been and will always be player recovery.
GGG have chosen their path; they want a fast paced, snappy, reaction-based ARPG. And when you couple that with immense speed and recovery from flasks, leech and regeneration, the only dangers left, are the ones that kill you more or less instantly. We actually had a discussion about this in my guild the other day, when someone was wondering why he experiences the mechanical design of act bosses as much better than endgame bosses. The answer here, is that your speed and recovery through the acts, aren't that great, and bosses can be a little bit less... "One-shotty". GGG have funneled themselves into bullet-hell boss design. I fear there's no way out of it, unless they greatly reduce player speed and recovery in PoE2. Bring me some coffee and I'll bring you a smile.
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" yeah fully agree. I doubt they will change anything in poe2-4.0. Its the same game, same endgame. So campaign will be slower with cool bosses and such and the endgame will be the same we have rn. Another thing is. Even if we don't have recovery or speed as long as the logout macro is allowed it will be impossible to kill "racers" without cheap one shots. And chriss wilson seems to like this feature as he said on interview he used on d2 all the time |
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" Yes. I wouldn't call myself creative, and so it might figure that I can't come up with an idea how to make these fights challenging to even the best players but also somehow manageable for casuals like me. The question is... should the fights be challenging for even the best players, or isn't the whole point of this type of game to become invincible and when you're bored of invincibility, start a new character to achieve that? The other question is, should casuals be able to do all content? Bird lover of Wraeclast
Las estrellas te iluminan - Hoy te sirven de guía Te sientes tan fuerte que piensas - que nadie te puede tocar |
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