Monk BELL needs a serious nerf. Melting Viper Natuatzi rapidly at 30% health.

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IcyMistV#5121 wrote:
intended power level? do you think the devs who spent countless hours designing these bosses want you to not even see their mechanics? that would be horrid game design.


If you’ve played this game past the campaign you would realize that is the only way to actually progress given the level of punishment they dish out for not insta deleting everything and dodging on death effects
i actually want to enjoy the boss mechanics. pointing out to me how inefficient i was doesn't change my experience. you can face tank most bosses in this game is what i have discovered. this was my first time seeing Viper and I wanted to see what would happen. learning for the first time how she throws those poison daggers at you is something i honestly wish i died to and got to repeat and enjoy again. so i could play through it and figure out her patterns better. it's a very exciting boss fight that i feel was over a bit too quick.

and don't give me that about luck for the dodge rolls. during the spears from the guards... you can see the green spears glowing and anticipate and it becomes instinctual once you see it happen for the first time. i was adapting to what the boss did and followed accordingly. don't appreciate the cynicism but thanks.

I think the roll is too powerful imo. it trivializes non boss fights too because any time there is trouble you can usually roll out of it. just keep moving and rolling. i don't know how to address it personally but all the Invicible frames the roll offers seem a bit much. the 2nd time the guards did a cascading green spears attack where it went from the left side entirely to the right and covered the whole arena.... my timing seemed a bit late on my dodge.... and i still got through that sequence without any damage. too many i frames imo.

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rob_korn#1745 wrote:
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IcyMistV#5121 wrote:

Thanks for the footage.

That's quite interesting to see this.
Don't really pay too much attention to that usually,but your rolls slapped my face hard.
You spend so much time rolling, but most of the time you still eat the attacks to the face. Like maybe 1 out of 10 rolls were actually beneficial. And those successful one weren't even a reaction, more like all the others, random, but happened by luck to be correctly timed.

This gameplay (and it's not about you, there's a high chance this is VERY common) just shows me roll is a failed mechanic. You could have face tanked the boss (because in the end, you tanked most attacks), and be more efficient, your rolls made nothing but to make you lose time.
Last edited by IcyMistV#5121 on Dec 23, 2024, 1:27:48 PM
People when they discover they're supposed to damage the boss instead of suffering with terrible gear and builds.

Probably the same dweebs who restrict what counts as proper dark souls experience when you build right.
One cannot help but wonder how such a lust for loot can affect a persons mind. Although these exiles appear to be our salvation, it would not take much for them to turn on us as easily as they fight gods and demons.
read my above posts. i think it's toxic the way people like you behave. this elitist dismissive mentality.

At any time I could put exalts on my weapon (in most cases i do)... or trade for OP weapons that could buff my damage output by 2-5x.

Does that make you feel like a big man? I think that is a approach to the game that is the antithesis of skill and it is standard. easy mode cheat codes basically. Does it make you feel big to be a goliath and turn the boss into a david? It's like beating up a baby rabbit. those are my weakest experiences of the game. When I would find a new powerful weapon and then the next several bosses go down way too quickly... so i end up taking off support gems and replaying them. This is a balancing issue. most of the power for your character is all about the gear. a bad player could get a strong weapon and he will do better than a good player with a weak weapon.


I rather enjoy my first play through with completely underpowered* gear and have to use some level of skill to make it through. And if I ever have a hard time I can actually utilize the trade option and get something better... which is what seemingly 99% of the poe community does because they can't handle it. which is ironic since players like you think you're ''good'' at the game. when all you do is trade for the best gear because you feel weak otherwise. great job. keep your toxic garbage to yourself thanks. feeble mindset.

"
People when they discover they're supposed to damage the boss instead of suffering with terrible gear and builds.

Probably the same dweebs who restrict what counts as proper dark souls experience when you build right.
Last edited by IcyMistV#5121 on Dec 23, 2024, 1:17:01 PM
+1

Difficult part is that almost the entirety of Monks arsenal relies on the Bell for single Target, there almost isn't any reliable single target damage source other than the Bell.

Maybe removing the ability to Inflict Ailments with the bell on enemies is a great path, as the ability to chain freeze/electrocute is greatly amplified by the Bell, Bell having a very small AoE will make it so that the bosses/rares can simply move away from the bell instead of getting stun-locked, but enemies constantly moving away from the bell will make the experience a bit underwhelming, so maybe introduce a slow, or increase the base AoE?

About damage: Removing or heavily nerfing the +30% more damage per ailment is a great way.
that might be what causes those damage explosions. the bonus per ailment. i feel something needs to change. in streams people publically admit the bell is too powerful! like ''shhhhhh. it's a secret. BELL is just fine!". But here on this forum since GGG might be listening people love to pretend it's not over powered or imbalanced in any way because they are using it themselves or plan to use it themselves when they roll a monk. it ends up being dishonest feedback and it hurts the game.




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Climet#7103 wrote:
+1

Difficult part is that almost the entirety of Monks arsenal relies on the Bell for single Target, there almost isn't any reliable single target damage source other than the Bell.

Maybe removing the ability to Inflict Ailments with the bell on enemies is a great path, as the ability to chain freeze/electrocute is greatly amplified by the Bell, Bell having a very small AoE will make it so that the bosses/rares can simply move away from the bell instead of getting stun-locked, but enemies constantly moving away from the bell will make the experience a bit underwhelming, so maybe introduce a slow, or increase the base AoE?

About damage: Removing or heavily nerfing the +30% more damage per ailment is a great way.
honestly the killspeed in the video looks fine to me, on my warrior past act 4 i straight up deleted campaign bosses 100 to 0 - that needs a nerf
probably does. i can't speak to what higher level warriors could do but my short time trying out warrior felt immensely more powerful than my early game monk. tremendously higher dps.


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raV#3445 wrote:
honestly the killspeed in the video looks fine to me, on my warrior past act 4 i straight up deleted campaign bosses 100 to 0 - that needs a nerf
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IcyMistV#5121 wrote:
i actually want to enjoy the boss mechanics. pointing out to me how inefficient i was doesn't change my experience. you can face tank most bosses in this game is what i have discovered. this was my first time seeing Viper and I wanted to see what would happen. learning for the first time how she throws those poison daggers at you is something i honestly wish i died to and got to repeat and enjoy again. so i could play through it and figure out her patterns better. it's a very exciting boss fight that i feel was over a bit too quick.

and don't give me that about luck for the dodge rolls. during the spears from the guards... you can see the green spears glowing and anticipate and it becomes instinctual once you see it happen for the first time. i was adapting to what the boss did and followed accordingly. don't appreciate the cynicism but thanks.

I think the roll is too powerful imo. it trivializes non boss fights too because any time there is trouble you can usually roll out of it. just keep moving and rolling. i don't know how to address it personally but all the Invicible frames the roll offers seem a bit much. the 2nd time the guards did a cascading green spears attack where it went from the left side entirely to the right and covered the whole arena.... my timing seemed a bit late on my dodge.... and i still got through that sequence without any damage. too many i frames imo.

I litterally wrote "it's not about you". I'm talking about the roll mechanic. Couldn't care less if you roll 24/7 or not at all, hate or love it.

Let me highlight my point again :
"This gameplay (and it's not about you, there's a high chance this is VERY common) just shows me roll is a failed mechanic."
"
IcyMistV#5121 wrote:
I was going through some of my videos finally and this reminded me: I feel nothing is as imbalanced as the Bell for the monk. In this video my other skills seem relatively balanced. Nothing too exceptionally powerful and the bell is the absolute all star taking out 30% HP at the very end. But it is a similar situation for just about any boss iMO. Even knee deep into Cruel.

context: Self found gear, self made gear. Nothing too OP. even nerfing myself by not using any exalts on my weapon so i can enjoy more meaningful boss fights. want to enjoy the content as much as possible.

Viper boss fight first try:

was a very fun boss battle but a bit anti-climatic since maybe there was going to be another sequence for the boss? but the bell took her out too quickly at the very end.

https://www.youtube.com/watch?v=tsSRajhrObI


Agree. I feel forced to use it because it's OP but I refuse. Either game is balanced around it being OP and that's fine but other skills need to also be elevated for build diversity. It makes a mockery of bosses.

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