I already gave up running circles last time I tried
Either way, I don’t mind a blanket hp increase that much, but I’m not sure about singling out all the bosses. And doubling seems a bit much, but I assume that’s the typo at work and it’ll be more like 50% at most (still quite a bit).
Everything dies in 1 hit on Veteran as it is. Normal legitimately puts me to sleep. I am once again asking for Veteran to become Normal and Normal to be removed.
I know it wont happen, because people like the ability to play some weird default attack build without having to stoop to actually getting a default attack replacer, but it would be good to put some game back into the game. I am honestly of the opinion that it is impossible to die on Normal unless you deliberately stand in aetherfire or have a build so pants-on-head bad that it has negative regeneration and no life steal.
Game is too easy. 40% hp buff needs to come with a 40% damage buff (for the monsters) as well.
I see. Let me share some specific data. Most boss health uses similar formula
before ((A1 x level)^1.5 + B) x (1 + passive skills + difficult scaling + SR bonus)
now ((A2 x level)^1.54 + B) x (1 + passive skills + difficult scaling + SR bonus)
Note: B is small and can be ignored in most cases.
Two things got changed, A1 -> A2 and ^1.5 -> ^1.54.
For Nemesis, A1 = A2 = 60, it is indeed ~40% higher at level 100.
For superboss, A1 = 220 and A2 should be 190, but Ravager and Callagadra mistakely remains 220, so ~50% higher.
For those weaker bosses, A2 is about 25%~40% higher than A1, so in total more than 100% higher.
Level 33 Warden Krieg (veteran difficulty, first phase) as an example
What exactly is the benefit of this? Veteran already exists for those who want it. Your ask only makes life harder for new players, which we may well see an influx of because of FoA. Why deprive players of choice just because you find the game too easy? There are ways to challenge yourself if that’s the case that don’t make life harder for newer players.
I got confused. My friend showed me a screenshot of Thall’Nosh, the Unraveler with 18m health in SR 30-31, but I could not calculate this result. I found that 2 phase boss in SR were specially reduced their health. Thall’Nosh should have only 9m health in SR 30-31.
The only possibility is that Thall’Nosh in SR did not use its SR data but its main compaign data, which had ~100% more base health.
You know, this reminds me of the feedback for the sunder mechanic. But anyway I like this change. Right now it feels like the challenge is removed once you reach level 94 (or earlier) and equip your last items. When the game is “solved”, that’s when it stops being fun.
Right, messed around in SR30-31 and builds that previously cake walked through in before this update now have to watch out a bit more. However, the boss health increase in the boss rooms just makes SR needlessly high friction, because the time malus from dying + health increase means your far more likely to run out of time.
This will just force more people to rely on +crit% and high dps stuff instead of using other damage sources. Thus reducing build diversity going on using SR30-31 as a metric.
So aside from the Campaign being buffed to meet current power creep, and SR bosses being a bit more dangerous I really don’t think the health increase is needed. SR30-31 is already going to be significantly harder for new players, never mind ones hunting for gear, and increasing friction further will just burn players out.
Which being very prone to burn out myself, I can’t but help be rather unhappy with Also, if I want a souls-like difficulty wise I’ll go butt my head against one or go into deep SR gob-damn-it
/shakes-middle-aged-fist-grumble-grumble
Edit - just tested out the Top 20 RoS one and lo, this change has not nerfed it, it still makes mince meat out of bosses, though it’s definitely a bit more fragile. I suspect the same is replicated across much of the Top 20 if they have the +crit and OA to deal with the increased health pools.
I think that the issue is that some bosses die too fast, without a chance to use their signature move, and making some encounter trivial. If you give them more damage, you risk to have too many one shot situation (not fun), if you give them CD reduction there are bosses that are going to spam you to death (not fun) so the “easy” solution is to give the bosses more survivability…
I think that either you do custom buff for each boss, or there are going to be some issue one way or another.
All DLC builds will see a damage increase by one tier. This can be seen from this image. I believe the HP increase is just laying the groundwork. Adjustments are still being made based on feedback, so there’s no need to be so impatient.
In my impression, both of you are highly respected, top-tier build creators.
As for game balance, the DLC is expected to bring very significant changes. So if you’re both particularly concerned about balance, it would probably be more accurate to evaluate and test it after the DLC releases.
It’s almost like, when you blanket nerf stuff, the very top builds, the one-percenters, that were possibly targeted by it survive but a huge mass of middling builds suffer the most. If only someone could’ve predicted it!
I realise that, but there is as per usual very little communication from Zantai about this. He just releases stuff into public test and we are supposed to guess if it’s with FoA powercreep in mind or not and if it is, what should we even do it with it in non FoA test patch.
Personally, I just don’t test stuff anymore in this test patch as I find it utterly pointless.
I support your decision. Sometimes, everyone can feel confused about certain changes.
That said, someone as skilled and knowledgeable as you really should be involved in the closed testing process from the start.