First of all, doesn’t mesh with everything that was tested this patch. We’ve been testing the reward balance between nemesis and other mobs in SR for months. It was in a good place, both boss killing an hero hunting made sense. And now what? Everything is scraped. Now you actively avoid bosses to not only reduce danger but improve your time of completion.
Some purple bosses were in fact too weak on HP, and didn’t do much in dmg or debuffs. But some of the others were already dmg sponges. Why not tweak the bosses individually, including dmg? I’m fine with any general powercreep of the enemies because we’ve had player powercreep for years and FoA will bring more. But blanket hp buff to bosses is like the worst solution here.
Bosses will not pose any more danger unless you group them in SR, because the dmg is unchaged. They will just take more time to kill. Which would be fine if, again, we would test some tweaks to bosses to make fights with them more interesting and engaging. But without any other changes it won’t convert into fun, it will convert into tedium.
This change buffs solo burst dmg oriented builds, and nerfs leveling and AoE oriented builds. Again, disrupts the balance.
What was the thought behind this change, what’s it aiming at? I don’t get it. If the aim was to reduce the speed of target farm and SR, why not just like blanket +10% hp and dmg to everything? This 40% to boss hp just wrecks the entire balance, idk.
I read that line as applying to all levels and finalizing as +40% at max level, otherwise it doesn’t make much sense to me, you level up from 99 to 100 and suddenly all bosses get +40% HP?
I think it’s going to have a questionable effect on Shattered Realm. It’s not enganging/interesting enough endgame mode to stretch it out and make it less dynamic. It also ruins the souls balance as mentioned. I want to also add that:
It will make fights with resistant bosses (every build has those) even longer and some of those resistant match ups are just a very unfun slogfest (like Rutnik Oathkeeper versus Slathzaar or some single RR Cold build against Kuba or Moosie). Going to be especially painful if your build is aoe focused.
It makes healers from the side of the screen where you can’t see - everyone’s favourite type of mobs - have a much bigger impact on those boss fights in normal chunks because they have % healing buffs.
A lot of humanoid bosses are super easy fights, making those fights means fighting damage sponges that can’t fight back - I don’t think it’s fun for anyone.
don’t forget hp mutator
the way hp muter worked after 1.2 was actually as the tooltip says (where prior it was off base hp before ult/sr multiplier iirc)
I’m all for making sure each boss is a meaningful threat (ideally one that requires enough attention that it should be fought 1 on 1), and for some bosses, an increase in health can help nudge them in that direction somewhat. Given initial cooldowns on abilities, some bosses are dead before they really get to do their most dangerous moves. But a blanket buff seems like brining a chainsaw to solve a problem that needs a scalpel. Some bosses are already beefy and dangerous enough as is. I don’t really feel like fighting Gargabol 40 % longer. Some, depending on build, can be super tedious. Kubacabra, for one, and its healing will also scale with the health, making it even worse. And the thought of playing an acid retal build against a 40% tougher Slathsarr, Zantarin ör Aleksander makes me a bit nauseous. And for many other bosses, this changes nothing. What’s Lagoth’Ak with 40% more health gonna do? Bleed on me?
I think it’s a good change but yeah it’ll need some tuning. So many bosses were dead before they even got into their attacks and a lot of hero monsters (are these included?) died quicker than trash around them.
Some like Kuba will suck if drawn out more, as his skillset is going from the start anyway.
From the few bosses I’ve fought so far, I think 40% is a bit on the high side. With a build that finds things fairly easy, this turns bosses into just a bit much of a slog and I imagine it would be painful on a more obscure build with less damage. I think maybe 20% would give enough time on average for bosses to get into their moveset without then just dragging out the fight for strong builds unnecessarily.
This statement is not quite right. Solo burst builds can avoid some special mechanisms by defeating boss before their dangerous/special skills. For example, Voiddrinker uses his Nullified skill after 9 seconds. High burst builds can easily kill him before this skill, so no need to evade/consider it.
All difficulties use the same increasing rate. The only factor is monster level.
Most numerical changes are similar, from (level*55)^1.5 to (level*55)^1.54. Therefore, the impact is minimal at low levels for all difficulties, but much more pronounced at high levels.
Yes. I’m not the type to time anything but it is noticeably different in campaign. Haven’t done SR. One way or another I’ll reserve most of my opinion till after FoA.
However,
The moment I saw the health increase I was already thinking about these 2 things and it will make some situations and/or playtime not so, uh…fun.
But I since Crate knows what’s going on in the background, I don’t really think the change has zero merit.
i guess those are the “Some bosses with lower health pools received larger increases” since 100% increase ?
if there’s plenty of those i would expect complaints
edit. doesn’t seem like the hp buffs scale with level like that, it’s just straight up on from the start/the lvl 100 mention is useless or “confusing”
Krieg p1
which had me thinking about Totems, if all heroes have double hp from start/hp increase isn’t actually scaling by level, that’s gonna make some early game totems real fun now
edit edit. quick checked veteran, Gethrand has 200k hp there
Not sure how other players prefer their arpgs but I like it when a fine tuned decked out endgame build does that. It’s fun. From looking at Reddit/forums builds a very tiny minority of endgame players play those.
My guess is that hp bump is made with some of the power creepy FoA mechanics in mind (which could’ve been communicated, literally takes one extra sentence in the changelog to address that).
That part of changes I understand less. Are bosses too easy while levelling? Because I am guess that FoA’s power creepy mechanics won’t affect early game much. So what’s the goal here, make levelling slower?
This is going to make playing ultimate from level 1 so much more tedious.
I’m also not sure what to think of it. I actually kinda wish it went the other way (up the health of trash). Trash is already so easy to kill. Now the difference between trash and actual enemies is even bigger I fear it’s going to make trash feel (even more) useless.
Also, good luck with the level 11 krieg achievement now
as my earlier comments indicated, i read this change as hp buff scaled by lvl and would be 40% at lvl 100, ie not +40% “if not lvl 100” Ult, - but it’s 40-100% right out the gates
Also why at the edit end i said i’d probably be in the minority appreciating this change for Veteran, as i’ve wanted a bit more meaty enemies there,
But in effect new v1.3 Normal seem to have become old 1.2.16 Veteran, and ofc new Vet mebe more like Elite hp?(didnt’ compare that)
And i wouldn’t expect most people used to current levelling to be happy about that, considering some already feel stuff could be too spongy on old Vet/“just play normal it’s faster”, but now Normal doesn’t exist and it’s all “spongy” on new Normal.
I’d expect to then be impactful slower and ones noticing might complaint about that, since it’s not the same “just switch Vet off if you feel it’s slow” type deal
swarm/wop etc cheese stat still exists, just need to tickle a lil longer