1 shot by boss on 73 canyon map with 7,5K ES and 75% res

"
Nephalim wrote:
With vulnerability this is arguably one of the most difficult bosses in the game.


Apparently also with chain :P
"I'm afraid if I stop drinking the cumulative hangover will kill me" ~ Sterling Archer
IGN: Angryweasel / PopTheWeasel
"
Xendran wrote:
"
Qarl wrote:
Maps are still intended to be hard. Bosses in higher tier maps are intended to be terrifying.


How to make a boss terrifying: Moves that can put you into dangerous situations, intelligent AI that can react based on what the player is doing, unique moves such as throws, moves that require bullet-hell (although not as extreme) style movement to avoid, etc

How to make a boss annoying and simply "Cheese it or Skip it": Jay Wilson their damage numbers and add cheap skills.


If you want to make a truly terrifying map boss boss, merge piety and vaal, and add a bit of craziness:



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
"
Qarl wrote:
"
skyelar wrote:
"
Qarl wrote:
Maps are still intended to be hard. Bosses in higher tier maps are intended to be terrifying.

We will check map bosses on an ongoing basis to make sure they are around the right level, but from around level 70 maps onwards you should expect them to become increasingly unreasonable.

We want high level maps to provide challenging experiences even for the most extreme players and characters.


C'mon man this is such a canned response. How about a conversation rather than an answering machine?

Insta-gibbing characters people put a lot of time and effort into isn't challenging, it's just a lazy mechanic to kill off players in hopes that they'll re-roll and keep playing. This might work the first few times, but once people catch on and point it out, it's time to be more open minded and transparent about your game design. Making it flexible enough to be challenging and entertaining should be the goal.


It really wasn't intended to be a canned response.

As far as I understand it, they weren't killed with a single hit, but it may have felt like it because it was fast. Lord of the Bow gets to show case all of the ranged bow attacks, so it can kill people fast, and from a distance. Once players are aware of this, they can do things to account for it.

The bit in the above text that may seem precanned to you is where I say we go over the map bosses on an ongoing basis. This is me saying, well, it may be overtuned in the new balance. It will take some time to tell. I certainly don't want new balance to go out, and have people go "lol too easy".



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
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
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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SL4Y3R wrote:
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 :)


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
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.
"
Xendran wrote:
"
Qarl wrote:
Maps are still intended to be hard. Bosses in higher tier maps are intended to be terrifying.


How to make a boss terrifying: Moves that can put you into dangerous situations, intelligent AI that can react based on what the player is doing, unique moves such as throws, moves that require bullet-hell (although not as extreme) style movement to avoid, etc

How to make a boss annoying and simply "Cheese it or Skip it": Jay Wilson their damage numbers and add cheap skills.


If you want to make a truly terrifying map boss boss, merge piety and vaal, and add a bit of craziness:

All of Piety's current moves plus...

Piety will clone herself (clones only have 1% of piety's HP) into every portal that is active, rather than just teleporting
Larger spread on the ice shot, but faster attack speed and in a pattern that has her turning back and forth, forcing you to zig-zag in between the shots
Telegraphed Vaal slam dunk that creates additional smaller, weaker, explosions in an X shape from piety's position.
Telegraphed vaal rocks (shadows appear before the rock actually falls) that leave ground tar
Frenzy charge on hit (so if you let yourself get smacked around, piety will just get even harder)
Piety's lightning ball will follow players instead of going in a straight line
Piety will use Arctic Armor during her ice form
Piety will use Molten Shell during her fire form
Piety will use a 60s duration Immortal Call at 50% HP
Piety will gain 100% to all resistances for 60s at 25% HP
Piety gains 20% increased attack speed when below 15% HP
Piety has a highly damaging, but delayed frost wall. A line of ground ice is drawn on the ground, and after 1.5s the frost wall will burst from the ground.


Bosses are not like players. They should not be spamming one or two skills for the entire battle.



Also, Qarl, do you really think it's a good idea to balance level 70 maps around level 85+ characters with ridiculous gear in order to 'make it a challenge'?

How about balancing maps to their own level and just giving the higher level players higher level maps. If EXP is an issue with that, that means the EXP values should be tweaked, rather than making map levels completely meaningless.

Also, how about this: The characters with ridiculous gear shouldn't be getting challenged by these things as they are. Did you forget that maps have mods on them? Players in ridiculous gear that want a suitable challenge should run ridiculous mods. This would be happening frequently if you guys fixed the Risk:Reward ratio.

This map boss 'rebalancing' that is underway is simply a bandaid fix to a broken system.

You're just encouraging even more "farm catacombs to level 85" behavior.



BEST POST EVER!!!!
"Yes, it is perfectly fair. It just sucks ass."
posted by Thaelyn on 12. August 2013 17:33
"
Xendran wrote:
"
Qarl wrote:
Maps are still intended to be hard. Bosses in higher tier maps are intended to be terrifying.


How to make a boss terrifying: Moves that can put you into dangerous situations, intelligent AI that can react based on what the player is doing, unique moves such as throws, moves that require bullet-hell (although not as extreme) style movement to avoid, etc

How to make a boss annoying and simply "Cheese it or Skip it": Jay Wilson their damage numbers and add cheap skills.


...


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.
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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