Would you rather have Bosses that are too hard or too easy?
make the game harder and nerf all this invisible 1shot stuffs.
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" This is the way but for that to happen, the xp penalty and limited portals purists would need to be ignored. Having something challenging but being able to keep trying without so many losses each attempt is what makes it fun. With the other two things in effect, then they need to lean towards too easy. Not to mention, but with balance where its been at, if you dont play the strong stuff / over geared it isnt seen as easy. |
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" 100%, their push for 1-portal is the easier way out to make 'challenging content' its an artificial difficulty. and unfortunately some bosses are easy even with zdps/low gear- and those are the worst because it makes them tedious. looking at the amazon fight i believe there are people on their team that know very well it will take many tires to learn the boss and you will die a alot, and even when you learn it you will need to get lucky and good with timing- that is fun, this is what made the aforementioned fight fun for me, and there is no way to keep that with 1-portal like you said. |
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" Too hard But not a fan of mechanics that need some crazy timing to doge, or the boss just having 100x life so you need 10 minutes and do every mechanic 10 times. I want a fight, not to suffer. Also, I don't want to die to every boss like 20 times — there should be harder ones and easier/simpler ones. |
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" Over 4k hours, 40/40 most leagues... at what point do I stop being a "tourist" in your fantasy land? " You do know that GGG has ZERO control over the USER DEFINED tags... right? And the only people who tag it as soulslike are the ones that whine it's too hard and have never actually played a soulslike game. |
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" There is no issue with losing xp for failing and having one (full) attempt at a map and the game increasing in difficulty. Maps are not limited resources, and failure should have consequence. What they really do need to do is give players more information on death, so you have an easier time to identify why you died so you can fix it. You don't need to be able to corpse-rush the same map repeatedly. |
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A boss being too easy or too hard is not a question of how many attempts it takes you.
It is a question of difficulty, fun, and progression. First and foremost the most identifying result of a boss being too hard would be that you *can't* beat it. Not that it takes several tries, but that you just can't, so your progression ends there. The game doesn't continue. Aside from that potential result, you could beat a boss on your first try and have the boss still count as too hard, or take 20 tries to beat a boss that still counts as too easy. You should not label a boss as too difficult nor too easy just because of the amount of tries you needed. An easy boss might take multiple tries because of something unforgiving. I.E. an attack that is really easy to dodge, so you cannot call it difficult, but if it does hit you it does enough damage to kill you. A hard boss might be beaten on the first try because you happen to manage to dodge all the things even though they are difficult to dodge, get good luck on rolling crits, good luck on rolling block and evasion, etc. The fight was still equally difficult regardless of the fact you managed not to make the mistake that kills you. In the end too easy is better than too hard, because only too hard has the potential to terminate your ability to continue playing the game. |
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" i don't think ppl are requesting corpse rushing. having mobs/bosses reset on death and allowing players to attempt multiple times is the point. obv this wouldn't apply to the whole map but boss or those 'arch nemesis' mobs in the depths. having one try at a mob that takes you out in 0.5s is cheap |
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I think the balance is actually pretty good this league, besides bosses and the outlier builds. They are simply too easy.
They should be buffed but not around builds like la deadeye. |
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" So, you don't want to be able to corpse rush the boss just the map? |
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