Uber bosses needs more phases to prevent glass cannon builds killing them instantly
More phases would ultimately hurt anyone but the glass cannons. They just wait out the phase and proceed to one shot. Slower builds potentially suffer even more from it when their temp buffs run out.
POE's boss design gets worse and worse because of the one shot issues and GGG seems to be unable to realize the real problem. A problem that has a wide range of negative influence in so many aspects of the game. I am talking about damage scaling, to be more precise, "more" multipliers. The more damage you already have, the more you benefit from every single multiplier and adding even more of them makes it even worse. They are the reason that builds can have between 1 million and 1 billion DPS using the same skill gem. This game will always be a balance shit show as long as such massive gaps are possible. There would certainly be a lot of complaints but imo the only way to actually balance the game, make boss fights meaningful and close the massive gap between top end and low end is to just flat out remove "more" multipliers. Change everything to increased and adjust the game to the now reasonable damage values. It's fine for a top end build to have 3 or 4 times the DPS of a low end one but not 1000 times more. |
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Player invest a lot of currency into their characters to achieve stupid damage numbers like 1 billion on ice trap or other skills. Therefore they deserve it to just blast through bosses. The characters are dedicated boss farm builds after all and not just the average players daily build. Glass Cannon characters can't run maps or other content probably after all.
But hey every build on mirror budget can just delete every content right away just fine in terms of dmg or even extremely high defense. In some cases a extremely tank character is more than enough to just skip all of the fight cause you can just avoid mechanics. Having more phases makes no sense cause it would literally change nothing. Capping dmg would also do nothing but hurt every normal build. People would simply place their big dmg budget into a big defense budget and still faceroll the fights by skipping mechanics all over again. Yes being pretty much immortal is also a way to "skip" the phases. Kinda just a fomo problem to compare the damage of boss killer builds with the damage of the average all usage builds. Flames and madness. I'm so glad I didn't miss the fun.
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Just killed my first ever Uber Exarch and I gotta tell you - if you don't have the damage you can't do shit. Just blast away and hope that 6 bullet hells wont kill you. Hell yes damage is king.
Last edited by Johny_Snow#4778 on Jan 15, 2023, 6:30:08 AM
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" Or build a complete tank character zdps and eat every mechanic. Quin style | |
How long does this take, 20 minutes?
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Simple solution
bosses are resitant to crits |
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"And that solves what exactly, other than further dimnishing build diversity? Exactly, nothing. PoE just doesn't allow for interesting boss fights by design. Perhaps a couple years ago when we had much less power creep. As of now, the design space simply isn't there. But then again in my opinion they are doing a decent enough job at trying. The genre itself never had a huge emphasis on outstanding boss fights and PoE won't magically solve that anyway. |
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" I understand the argument, and on some levels I agree. But if you take the glass cannon opportunity away from the PoB-crunching zoomzoomers - and actually force them to do game/boss mechanics, there will be a riot in here. Designing bosses is a very difficult thing to do. You want to reward both offenses and defenses, but you don't want to trivialize the fight for either option. The thing here is; if you trivialize a boss fight via damage, so a glass cannon build can do it pretty quickly, that character will still lose if he makes a small mistake. If you trivialize a fight via defenses, there's no stake left in it. No risk. What I hate about some boss fights, are LONG "avoid phases" where you can't damage the boss, like the ball/orb phases on Exarch and Eater. In my head, I'm playing an ARPG, not a platformer. Not even going to mention Sirus here. And I do (probably) understand that the game needs those phases, because of the stupid amounts of damage the game allows you to scale, but still: I HATE them. So more phases like that, is a no-go for me. I don't think there are any good solutions to this. Damage will, like it or not, always be king in ARPG's - especially in SC. Hell, I've seen people defending melee, calling their build "good", while dying 3 times per map. That is the state we're at :P Bring me some coffee and I'll bring you a smile.
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If you want both defense and offense to be rewarded - there is Simulacrum
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actually the thing is much simpler just do it like the older RPGs where damage was not avoided by simply walking in circles AND the tanks were able to resist damage. today all my friends play with the same build that has 1/3 of E-resist when self inflicting damage however by simply walking and auto casting billions of DPS they ignore everything in the game, no armor, no resistance and still go much further far from any meele build that invests in many layers of defense. POE starts was the successor of D2, ended up becoming just a generic Chinese game with so much lightning and brightness that you can't even see where you're going and everything in the game was based on walking in a circle around a boss or dying
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