Did dev nerf the act 1 early bosses? I think it removed boss interaction completely and is bad

A bit of context, I started play testing Day 1. Played a merc. It was exhilarating completing Act 1. Every boss fight is a new danger to be encountered. I did them all without any death, but it did take some time and effort watching the boss' movement and dodging attacks. This is not to brag, but just a context that although I did get hit, it was not 1-shot. There were some close to death experience and that made it exciting to react to.

Now after completing act 3 today, I decided to SSF monk to try out a melee class. Although I did get a bit lucky and got a good magic quarterstaff, I shouldn't be able to 4-shot Beira, should I? The boss literally didn't get to do anything at all. Now, I did accumulate 3 power charge before going in because I thought it was going to be a challenge like my experience with my merc. Literally what happened was, my 1st hit took out ~50% or more of the boss HP (it was like ~250 damage iirc) and was electrocuted, so I just spam 3 more Falling Thunder and the boss was dead. I did not get to interact with any of the boss mechanic at all. Zero. I think Act 1 is "tutorial" and is supposed to teach players about danger signs, isn't it?

Please reconsider the nerf. The excitement is removed. It is okay for players to feel the danger, the difficulty, and it is good.
Last bumped on Dec 12, 2024, 12:43:01 AM
Maybe the combination of your gear [with buffed drops?] + passives + skill & support choice was just really good?? Not to mention that a replay SHOULD be easier as you have already seen what the bosses will do so there's probably not too many surprises.


EDIT: I wouldn't mind another pass on the bosses as some bosses have skills VERY WELL telegraphed while some other bosses don't seem to telegraph some hard hitting skills at all (none that I could see).
Last edited by KingAlamar#4071 on Dec 11, 2024, 11:58:37 PM
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Maybe the combination of your gear [with buffed drops?] + passives + skill & support choice was just really good?? Not to mention that a replay SHOULD be easier as you have already seen what the bosses will do so there's probably not too many surprises.


But I was only lvl3 or 4. What power is there? Only power I have comes from my magic quarterstaff with no quality. And this is SSF. I did not bring anything over from my merc. Also, what I am saying is that the boss literally did nothing before it died. That shouldn't happen for anyone/any class in my opinion.

edit: just did Rust King. Maybe you guys are right about a combination of monk having more power paired with my weapon. I just hope this is not the average player's experience. Even though people complained about merc, I had a lot of fun with it early game. Maybe they should tune up merc and increase Beira's HP? The boss should be able to do a full rotation before dying in my opinion.
Last edited by AlbelV#3352 on Dec 12, 2024, 12:15:39 AM
Yea the class balance in the early game is just not close at all it's kinda silly, also once strong drop drastically changes act one, even an above average weapon.
My experience with Monk was such that I would call that class Hard Mode. That you had an easy time speaks to, likely, your better understanding of the class mechanics. My Monk was hard stuck on the Executioner until I grinded max level for that point in the Normal campaign. Meanwhile, my Merc forgot how to fire crossbows (bug?) after leaving Clearfell.

I wanted to spec into Flicker Strike as I enjoyed my map farming Shadow in the first game, but Monk is too dependent on (too many types of) charges for my tastes. In my experience, Monk is great against packs but disadvantaged against bosses without any or enough adds, especially early in the game before you can spec into Combat Frenzy with Resonance to generate charges (almost) on hit.

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