I’m not sure this change is actually about powercreep,
if it was about powercreep then all enemies should be buffed, otherwise you get a mismatch between bosses and mobs, players will constantly feel their build is great against mobs, but then when they enter a bossroom it is a frustrating bulletsponge or it is the other way around, they shred bosses but outside bossrooms the game gets very boring and too easy.
Aye, even my insomnia (and zopiclone) addled brain would have recognised that and say altered the MI’s etc, while still buffing some boss’s health etc. Because friction is fun, in moderation.
Ideally that amulet needs to be reduced to only 15-20% crit increase for RoS, but that build is hard to get for the MI items So it doesn’t really need high nerfing really, because it’s going to take a lot of boring targeting [ thing ].
I don’t mind a bit of HP increase as top damage builds don’t just roll over the content anymore (for now). Current value feels a bit much right now though, but I guess FoA changes will balance this out.
I was playing a bit of Chaos Skeletons and resistant enemies are now very tanky, Benny takes some time and Lagoth’Ak is a damn wall, this is still a high dps build and I imagine lower tier builds will have a much worse time.
Maybe the top end resists of some bosses can be lowered for the big road blocks to compensate. Lagoth’Ak (105% chaos res), Alkamos (109% bleed res), Slathsarr is probably hell for acid builds etc.
It’s almost as if having the title “Boss”, “Nemesis” or “Super Boss” should mean something…
Bumping Health for these monster types makes them more interesting to fight since it gives them the opportunity to use their skills as they were designed. Are they more spongey? Sure they are! Does this put more pressure on players to pay attention to Bosses they didn’t need to before when they just blasted through everything without stopping? Absolutely.
And these are good things, in my opinion, for the overall health of the game.
I think you mistake general audience with the “one-percenters” who are playing top min-maxed builds (probably even much smaller group of players smaller than 1%) and actually “blasting” thru endgame content.
Anything that increases the chance for players to experience Bosses as they are designed is good by me even if that means some players get blown up by Zaria or clapped by a Benny quad-jab every once in a while…
Well, I remember the last time I played the campaign, I felt the game was already moving too much in the direction of having too weak mobs compared to the bosses, but I have been holding off doing full campaign runs for quite a while now to build up a good appetite for FOA. Haven’t played the beta either, so I have to withhold judgement on this matter for now and hope things are good after all rounds of balancing have finished.
But didn’t superboss already mean something?, to me ravager and call already feel unbearably hard unless for a small selection of SR36 builds. IMO how they feel now should be how they feel after these new ascendancy bonuses are applied, because otherwise how much is there left?
also on the the topic of ‘nemesis’. In SR30 these bosses are not special because they appear very frequently, so they become more like ‘run of the mill’ bosses, so if each one becomes a bullet sponge I don’t think it is good for gameplay. Maybe if the spawn behavior is changed and you meet only one per shard and mostly meet lower tier bosses it is fine.
once again i’m slightly puzzled by people’s reaction
typo stuff aside, superboss/Thallnosh
i feel like people are upset existing builds take a “few” seconds longer to clear sr/“speed meta upset”
4mins remaining
and this is far from a top20 build Warlock, Level 100 (GD 1.2.1.6) - Grim Dawn Build Calculator
heck if anything it was slowed down by what seems like a new channelling bug, where cast on KB is constantly disrupted/continuation ignored from using other skills/movement
sounds like a build issue to me then? - not elitist sentiment intended, honestly feel like if we’re in that range it’s like this voluntary self-accepting tolerance threshold, can’t really balance the endgame/challenge content game after the most suboptimal homebrew "battle of attrition"setups.
Personally i never wanted to bother with that and always disengaged + blamed it on myself i was fighting for 10mins. At a certain point it’s basically the “game” nudging you to either reassess approach, or accept the tolerance level required.
*unironically why i rarely bothered to even begin attempt Calla on most of my skeleton chars , and i was fine with that.
On a long enough timeline, the survival rate for everyone is reduced to zero.
What it boils down to, right now because there is no FoA, it makes some fights longer where you just stand there and soak everything and others where you might have to hit the evade button or move out of the bad x more times - based upon build and the player. Putting teeth on bosses again is a good thing, but
In a perfect world I see multi stage bosses as the answer (like Kuba and Moos in campaign) as opposed to more health.
Out of 3 expansions, FoA feels like it has the least amount of info available (no streams and such) so I am hopefully inclined to believe there may be things that have happened that are completely unexpected.
If the bosses don’t have actual mechanics gameplay won’t be improved by simply increasing their HP. Warden Krieg has 2 moves, and one of them is basically pointless to try and dodge for a melee build and puts you into a stun which already lengthens the fight needlessly. Having him have double the HP doesn’t change any of that.
The entirety of act 2 bosses barely do anything. The main mechanic of Cronley is that he doesn’t take damage for a bit… Unless we can interact with how or why he puts aether puddles or have interesting patterns to dodge that are signaled before hand the way to fight him won’t change for a build that melts him in 5 seconds or for a build that has to wait through 2-3 shields.
I would love to sit in boss rooms for 3-5 minutes in the campaign if it meant that I had to use my brain for 30 seconds in them. Give them more moves… please.
edit:: I’ll probably try to squeeze a campaign playthrough this weekend before I say more tho the hp buff doesn’t feel like it’s out of nowhere the bosses were dying before they did their 1 move I guess. Endgame discussion I leave to experts
Given that the game has been developed for well over a decade, we can expect the mechanics of the early Bosses to be not as exciting as the newer bosses. The Warden was in the game in Early Access first thing, so back in 2013 (if not before then!).
Perhaps after FoA comes out could maybe spice up some of the early Bosses here and there when the inevitable post-release content comes out?
last i tried, “funnily enough”, 1,2 base game Thalonis is actually harder than nerfed 1.2 expansion Thalonis
If you disable expansion when reaching the blood lord he will have pre spawned Harbingers, and i don’t remember if he spawned double the amount during the fight vs expansion, or if it was also Crystals he spawned without expansions, making it overall actually a considerable different experience (without the additional stat bonus expansions afforded player for raw power but just the Boss skill tree)
This is a commonplace statement these days but i don’t like it.
Forcing players “to experience” smth has its limits. A game is a challenge to overcome. The more time you invest into it, the bigger this “overcome” can be, to the point of bypassing boss mechanics in certain situations. This is actually good design cause it makes you more immersed to the world that has clear rules and gives you freedom to bend them a little here and there.
Best builds jump over campaign/SR30-31 bosses heads and you answer it with a slap on the water bottle patch hp increase - idk, for me it feels off. Much more so than when the certain outliers get hammered.
Today all bosses of Carin became 40% fatter for no explained reason. What will happen tomorrow?