Campaign bosses need to be tuned back to how they were back in 0.1

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AintCare#6513 wrote:
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saashaa#5518 wrote:
yeah, bossing in campain lost it's difficulty. Not even mentioning how brain-rotting is end-game now.. synergies? forget that. Everything is automated.


https://www.youtube.com/watch?v=OpnuOw-YN34


That's how i got trough entire campain in 0.2 and now we are much more powerful :/
they promised meaninghful and methodical combat and it's brain-rot holding one button fiesta

Leave it to the D4 streamers to ruin yet another ARPG.
When will companies stop listening to these people?

when the money stops coming in. looking at popularity of other slop, forecast isn't very good. greed wins again

These people are an extreme minority. D4 is doing horribly due to designing for them.They don't even like what they demanded because they are clueless and don't actually know what they want.

Why would GGG fall for the same trap?
Last edited by ShiyoKozuki#4168 on Sep 23, 2025, 5:59:59 PM
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AintCare#6513 wrote:

when the money stops coming in. looking at popularity of other slop, forecast isn't very good. greed wins again

These people are an extreme minority. D4 is doing horribly due to designing for them.They don't even like what they demanded because they are clueless and don't actually know what they want.

Why would GGG fall for the same trap?


not sure about minority or player numbers at all, but some games make bank by having few whales just bankrolling the whole thing. afaik d4 was a financial success- i do get that you are referring to the game itself and not an investment vehicle but companies these days != devs. shit got pretty ridiculous and ruined many things in entertainment industry and i agree its bad, but you asking 'when will companies learn' is ironic because all of this is happening because they 'learned'/figured out how to make bank without ever needing to make/maintain a good product. you add market volatility and even honest/good intended devs are affected if they are funded by publicly traded companies. this is prob why the 'review bomb' done by bad actors with use of redditors was successful

edit: just to make it clear, i do think GGG should have a strong enough backbone to resist and fight this, so i'm not justifying their 'cave in' approach here.
Last edited by AintCare#6513 on Sep 23, 2025, 6:34:56 PM
Bump.
Let's keep this discussion going.
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Let's keep this discussion going.


I think it's fair to say Jonathan should openly address this the same way he addressed post 0.2 changes. It feels pretty crappy he's catering to that part of the playerbase but we get the cold shoulder. This is not a good look imo.

Lots of people want a much better combat experience and that includes bosses. Jonathan and GGG are seemingly nowhere to be found.
Last edited by rifraf-_-#9478 on Sep 25, 2025, 10:40:26 AM
There's a limit to how difficult the campaign bosses can be before we lose too many players. Casuals and new players who don't know how to set up their skills for dps often hit a brick wall at bosses and quit the game.
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SaiyanZ#3112 wrote:
There's a limit to how difficult the campaign bosses can be before we lose too many players. Casuals and new players who don't know how to set up their skills for dps often hit a brick wall at bosses and quit the game.

I bet you can't provide any evidence for that claim.
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SaiyanZ#3112 wrote:
There's a limit to how difficult the campaign bosses can be before we lose too many players. Casuals and new players who don't know how to set up their skills for dps often hit a brick wall at bosses and quit the game.


I think difficulty is irrelevant to how casual friendly a game is. Numerous games have validated this.

What makes a game casual unfriendly is its lack intuitive controls, bad UI, and lack of guidance/explanation. Except for the UI, PoE 2 is a fantastic game for casual gamers.
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quarki#9020 wrote:
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SaiyanZ#3112 wrote:
There's a limit to how difficult the campaign bosses can be before we lose too many players. Casuals and new players who don't know how to set up their skills for dps often hit a brick wall at bosses and quit the game.

I bet you can't provide any evidence for that claim.


Actually, evidence proves the exact opposite of what he's saying. Difficulty is irrelevant to how casual friendly a game is.
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quarki#9020 wrote:
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SaiyanZ#3112 wrote:
There's a limit to how difficult the campaign bosses can be before we lose too many players. Casuals and new players who don't know how to set up their skills for dps often hit a brick wall at bosses and quit the game.

I bet you can't provide any evidence for that claim.


I can only speak for myself, but 0.1.x's difficulty balancing is what partially compelled me to write a thread why I don't think I'll see myself playing it for the long-term. In particular, summoner builds feel extremely lackluster and weak. Minions die instantly to Count Geonor and I had to switch to ED just to get past him, they barely held their own against Jamanra, and fighting Doryani felt incredibly sluggish.

It felt bad enough that I completely skipped 0.2.x, thinking it didn't get better.

I came back in 0.3.0, because of asynchronous trade, and now it started to feel better. Summoning still feels stripped down and nonsensical compared to PoE 1 (I still can't wrap my head around temporary summons requiring corpses, making them worthless against bosses), but I no longer feel like I'm hitting a brick wall against the act bosses.
PoE players: Our game has a wide diversity of builds.

Also PoE players: The [league mechanic] doesn't need to be nerfed, you just need to play a [current meta] build!

And the winds will cry / and many men will die / and all the waves will bow down / to the Loreley

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