1 shot by boss on 73 canyon map with 7,5K ES and 75% res
" Apparently also with chain :P "I'm afraid if I stop drinking the cumulative hangover will kill me" ~ Sterling Archer
IGN: Angryweasel / PopTheWeasel |
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" Well said Xendran, Piety and Vaal are prefect examples of well done boss encounters. An interesting and challenging boss encounter is one where the player feels at risk of dying, but not because of damage numbers on one or two abilities cranked up to 11. It's an encounter where there are things the player can do to overcome the challenge in a meaningful way where they feel like they outplayed the boss. Otherwise two things will happen - Players who want to progress will find the cheesiest builds and make a clone army of said build, which has a negative impact on build diversity. This is a damn shame since the game has such a beautiful skill board and gem system to work with that promotes the opposite of cookie cutter. Players will skip all the lame bosses who just spam 1-2 abilities with unavoidable damage and have their damage numbers cranked to absurd levels in order to create "difficulty". To Qarl, I appreciate the response. I'd argue that I'd much rather see people say "lol too easy" which can wait for the next patch to be tuned up, than people losing hundreds of hours on a character they really enjoy, in a blink of an eye, because of over tuned damage in a patch where monster damage was supposed to be tuned down. Last edited by skyelar#3109 on Jun 7, 2013, 11:48:21 AM
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" I think it's fair to not want the game too easy. I think most people do not want that in fact. I think personally the problem is that players are not adjusting their builds to the new patch yet. The fact that damage was scaled higher but life mods lowered was not so players could have more damage and less life in my opinion, it was so players could make their chars tankier without being too wimpy. I think a lot of players got the wrong idea from the new patch and were thinking that they'd be doing more damage rather than realizing this. So my advice to op, is to change your build, lower your damage more since the viable amount of damage is much less than it used to be. If you want to play a high damage build, that's kool but expect to be one shotted by bosses once in a while. Thank you to GGG for responding on threads |
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It was in my belief a well balanced build I had 7,5K ES and maxed normal res, only thing I changed was converting from crit nodes to spell/lightning/ele dmg instead with the same amount of points used for ES.
Gear used
Spoiler
Anyways I guess I should just stay away from that boss he seems a lot more dangerous than some of the higher lvl map endbosses. "I'm afraid if I stop drinking the cumulative hangover will kill me" ~ Sterling Archer IGN: Angryweasel / PopTheWeasel Last edited by Angryweasel#2578 on Jun 7, 2013, 1:10:08 PM
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7.5k ES is fine, but his dmg is not what got you. It was the chain mod. Don't know if you were using enfeeble or not, but that curse helps a lot :)
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" Will most definitely always have that on me from now on for map endbosses just to be on the safe side :) "I'm afraid if I stop drinking the cumulative hangover will kill me" ~ Sterling Archer
IGN: Angryweasel / PopTheWeasel |
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Personally, I run Purity on all characters. Even after the IF nerf, it is still 4% max ele resists, which is equal to a 19% damage reduction.
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" BEST POST EVER!!!! "Yes, it is perfectly fair. It just sucks ass."
posted by Thaelyn on 12. August 2013 17:33 |
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" Best post. However, IMO the original problem is that PoE (and ARPG's in general) combat is dull and skill less,. so they have to use these cheese mechanics to increase the 'challenge'. This is a result of how combat gameplay was designed and the poor AI the game has. I guess it's too late for that and we will have to wait for PoE 2 for that, that if the devs actualize themselves to the XXI century instead of gameplay more akin of the 90's and have the resources to implement it. |
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Here are some ideas for blacksmith:
Grabbing a player and smashing them into the ground, dealing an AoE to players close to it. Actually, this would be interesting if it functioned similar to the grab Glas does in vindictus. If somebody gets grabbed, you have to spear Glas' hand to free them or else he does a slam that will almost always instantly kill you, and deals massive damage to people near the slam. Of course, this would have to be less cheap and less precise in PoE, but it could function in a way where Blacksmith will grab a player and hold them for a bit, while still using his sword to attack. After walking a certain distance (equivelant to 5 to 10 seconds of pure walking. This is like this in order to allow you to delay it with things like Freeze and Temporal Chains), he will slam the player into the ground dealing fairly heavy damage (preferably a percentage value, i'd rather not have things like this instantly killing players). However, if your party deals a certain amount of damage to the blacksmith while he has a player in his hand, he will drop the player, and play an animation of him shaking his hand in pain, giving you a small period of free DPS. He probably should only be able to grab players in parties, though. Meleeing him and just getting grabbed and slammed a bunch of times would be annoying as fuck unless it was heavily telegraphed, but heavy telegraphing would make it so nobody in parties ever actually gets grabbed. The grab animation should be a very quick leaping tackle. Punching a player and sending them flying across the screen Throwing his sword at a player, sword becomes stuck in ground and he will go to retrieve it, attacking anything in his way with a mad rushing punching berserk attack that has sideways knockback. An AoE elbow drop when a player is directly behind him Instead of leap slam, have him do a telegraphed attack where he jumps up into the air and does an AoE bodyslam. It should be similar to vaal's slamdunk in that while it does massive damage, it is also telegraphed in a way that you can avoid it if you're paying attention. Sounds both more fun AND more legitimately dangerous than LOL LAEP SL@M M8 Bosses could also be using things like elemetal equilibrium. How about a boss that frostwalls to block your current movement path and deal some ice damage, then lightning warps to you and attempts to slam a fireball in your face for bonus damage. EDIT: GGG, why am i not the boss designer for this game :P Last edited by Xendran#1127 on Jun 7, 2013, 8:25:32 PM
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