Would you rather have Bosses that are too hard or too easy?

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tdonov5#2743 schrieb:
given the current state, i would say just a touch harder on bosses.

maps take 3-5 minutes w/o boss, you can't have boss fights take longer than the mapping part because 99.9% of the time the drops associated come from non-boss content -- talking about map bosses here.

as far as other bosses, I don't think I like the idea of making them "hard" whatever that ends up meaning because that effectively locks players that want to do X content out of that content if they can't beat said boss and forever leaves them at a currency/drop disadvantage as this impacts mapping directly.


What ascendency and main skill are you playing to do 3 min maps?
well they should be hard to begin with but if you are properly geared then you should absolutely be able to delete them. that is the power fantasy

you would also have to consider what is the intended purpose of the boss fight? a once in a while occurrence or something you have to farm to get loot.

believe me it gets old real quick if you are meant to farm a boss and it has forced invulnerability/whack a mole phases that are just there to extend the fight.
Zuletzt bearbeitet von tarloch#1873 um 21.09.2025, 12:56:01
Simply bosses have high hp and dodgable mechanics that make it fun to learn and play against is ok but having a one shot mechanic that the human eye can't fking catch, then wtf ??

Or a boss that doesn't get any damage at all due to high resistance ? Is this even fun?

I hope this provided you with a better clarity about the issue in the game.
Are we talking campaign bosses or end game bosses? I like difficult campaign boss fights, because there is no penalty to losing. You can immediately try over and over again to learn the mechanics and get better.
What I don't like is boss fights in the end game (in this example, the anomaly map bosses, zahmir specifically) where if I make one mistake I die in one hit and lose a ton of XP and don't even get a chance at retying until I spend dozens of hours clearing maps to even find that map again, hoping that the surrounding maps aren't bugged (I still haven't found an idol after clearing tons of maps around a few sealed vaults).
too hard and infinite tries:

i spent maybe 1h on 'spirit guide me' amazon in the preludes with zdps build and it was the best boss of the preludes (was messy but out of preludes it was the most fun)
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tarloch#1873 schrieb:


believe me it gets old real quick if you are meant to farm a boss and it has forced invulnerability/whack a mole phases that are just there to extend the fight.


Invuln phases are just lazy way to prevent people from oneshotting bosses instead of proper balance, nobody likes that.
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raV#3445 schrieb:
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tarloch#1873 schrieb:


believe me it gets old real quick if you are meant to farm a boss and it has forced invulnerability/whack a mole phases that are just there to extend the fight.


Invuln phases are just lazy way to prevent people from oneshotting bosses instead of proper balance, nobody likes that.


correct, and some builds can be completely destroyed if phases happen too often (Kopec temple anyone?)

its one thing to allow for cinematic transition, but making the boss regen ES with each time it uses a certain attack is 'low effort'
Too easy,

I'm more in this camp because I really have a personal thing against my character dying and I'm a huge power fantasy enjoyer
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AintCare#6513 schrieb:
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raV#3445 schrieb:
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tarloch#1873 schrieb:


believe me it gets old real quick if you are meant to farm a boss and it has forced invulnerability/whack a mole phases that are just there to extend the fight.


Invuln phases are just lazy way to prevent people from oneshotting bosses instead of proper balance, nobody likes that.


correct, and some builds can be completely destroyed if phases happen too often (Kopec temple anyone?)

its one thing to allow for cinematic transition, but making the boss regen ES with each time it uses a certain attack is 'low effort'


You dont like when he touches your Kopec?
Too easy.
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