Boss design - have you guys reached a creative dead end?

Difficulty layers.
Easy hard ultra versions of bosses should exist, with respectfully locked/related reward tables.

But they still think that players would quit if they kill a boss on any difficulty due to the false assumption of "because easy, now what?".

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CAPSLOCK_ON wrote:
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DarthSki44 wrote:
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Phrazz wrote:
I have now experienced (and finished) all four fights in league, and I must say that I'm pleasantly surprised. I think they all provide a healthy balance between gear-checks, telegraphed heavy attacks/spells and phases. The two things I like the most, are the sound queues and the boss "uptime", where you actually feel that you're fighting the boss, and not avoiding/chasing it constantly (read: Sirus).


And how do you feel about the loot? I haven't played obviously, but what I've read seems to indicate the risk vs reward is dramatically out of whack.


you have a chance to drop jewels that can be really strong and the fights are pretty easy especially the eater of worlds fight since it doesn't have a bulshit bullet hell phase but it ha annoying blobs that fuck low range builds most of all


To me, it seems that most of the loot is GOOD, but also pretty common, which lowers the price. I don't mind, I don't play this game to get rich, and prefer useful drops over valuable drops most of the time.

I've dropped 11 Ashes amulets so far. Drop rate seems to be around 50%, even though my statistical pool is too low to even estimate. Still haven't dropped a Forbidden X jewel.
Bring me some coffee and I'll bring you a smile.
They should start by countering logging out before anything. The idea of allowing or even treating as a feature of logging out as a way to circumvent certain death is appalling to me.
Last edited by Kennelmus#1805 on Mar 5, 2022, 8:45:14 AM
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Astasia wrote:


I really don't think that's the case. You can't endlessly flask through boss damage late game and the really crazy recovery builds are generally pretty expensive and should realistically be able to tank anything (and they can regardless). Changing recovery mechanics wont accomplish anything because it all boils down to the log out macro. GGG designs content to instantly destroy players when they make mistakes because otherwise nobody in HC would ever die. Players have to die faster than they can hit their logout macro, that is what controls the balance of the game.

Nothing will change until a logout timer is added, and that will never happen because the game has gathered such a large crowd of "fake" hardcore players. I mean you have players like Zizaran sponsoring half the leagues and when challenged to play one league without a logout macro he died like 20 times and whined the entire time about how he would panic flail and die every time he got a bleed or MoM drained.


1) You can Endlessly Flask if you build them right, during bosses and any other time. Either Crit Charges, or Charges when Hit are OP on most bosses and can literally make flask management irrelevant.

2) Game used to have a 15 second delay between your action logout and your actual server logout. The results weren't pretty, and probably one of the largest factors to our community size. There was no safety for a HC, and it was during a period in which latency and framerates and anything about your computer delaying could kill you, and strongboxes had no animations or warnings when they would explode and 1 shot you, or where some enemies were actually invisible, as well as any random mob could have reflect rather than it only being in certain maps.

You focus on the actions of exploiters more than you focus on the benefits of a simultaneous logout. Not a good perspective to have.

HC is not viable with all the independent AI actions and random 1 shots. Period. I know there are exceptions on extreme gaming rigs or using skeles/SRS, but for the most part it's become a complete time trap. I used to HC ONLY. Then I hated restarting every 3 days.
There are only two kinds of bosses in PoE:
1) Too easy
2) Immune phases

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