Campaign bosses need to be tuned back to how they were back in 0.1
" Yeah I agree, but I don't think it really would matter if they buffed the basic mobs HP back up, if most of the skills actually felt good to play in the campaign. Right now still only a few do. Zuletzt bearbeitet von AverBeg7#1689 um 22.09.2025, 03:57:09
|
![]() |
I think they were afraid of another 0,2 so they came up with a free weekend and made it easy so every dolt could play it. Game should just have difficulty tiers so everybody could adjust it how they want.
|
![]() |
+1 to the OP.
Especially Act 3 that was so cool to retry Mektul or Napuazi several times until you beat them. Now Mektul dies at the big crane (1/2 time mark) while i'm playing mace is not fun anymore. It's a shame that the devs spent several years for design bosses and monsters and then just in few patches removes the possibility to actually enjoy and overcome mechanics in game :( Playing HC SSF currrently, its a bit more interesting, though it'll become boring closer to the endgame anyway when i can stack defenses and get closer to invulnerability, so its not really a long-term solution. |
![]() |
Also the difficulty gap in the early maps is also extremely weird, why map bosses so much easier than campaign bosses are (in spite they are very easy now already)?
Aren't the game supposed to be harder the deeper to endgame you are? Currently the most difficult part of the game is the act 1. Its funny that the miller boss in the first area is way harder and engaging than any map bosses in endgame. Zuletzt bearbeitet von Nikuksis#6962 um 22.09.2025, 06:03:23
|
![]() |
" I'm done playing after beating uber arbiter with no real challenge with my custom casual build. I think almost all bosses should have 200% more hp. The most memorable fight in this patch were a map version of Jamanra with communion of souls from abyss map mod. That fight was 3 minutes of tension and challenge. Zuletzt bearbeitet von Sulik7#2502 um 22.09.2025, 06:59:27
|
![]() |
" For sure, that is totally true. And that's why the campaign NEEDS to be engaging and well-designed. BUT Those players that don't make it out of the campaign are also the players that do NOT come back every single league to play. They play it once, enjoy it, and leave. They are not the ones that FUTURE updates, balance, and core mechanics target. They would be the core target for games that come COMPLETE, not seasonal forever games. The core of a game is where players, collectively, spend the most time. Keyword: collectively. A million people spending 10 hours in the campaign and then quitting forever, versus 50k spending hundreds of hours in the endgame paints a picture: who is more likely to support the development of this F2P game? Because ultimately, the game doesn't exist simply for us to enjoy....it exists to make the company money. And $$$ directs development. Starting anew....with PoE 2 Zuletzt bearbeitet von cowmoo275#3095 um 22.09.2025, 11:59:37
|
![]() |
Bump
|
![]() |
" I think it was to try and get the numbers back up which it helped but still couldn't get to January numbers.... They are pulling the game in too many directions at the moment and that is why it really seems neither "side" of each discussion is happy. |
![]() |
" Good ol' easy/normal/hard. No excuse we don't have that. I don't understand how ARPG developers think they can pull it off by providing just 1 difficulty. |
![]() |
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 Zuletzt bearbeitet von saashaa#5518 um 22.09.2025, 15:57:17
|
![]() |