Blanket 40% hp buff to bosses is a puzzling direction

“only 35 seconds longer” means that the damage from this particular build is reduced by ~half compared to the previous PT build. Yes, it’s that simple.

“sounds like a build issue to me then? :scorv: - not elitist sentiment intended”

Yes, that’s a build issue now, for real. On top of this “just HP boost”, there’s a huge global damage+survivability nerf.

Most enemies have abilities that activates at 50%/30%/25% HP, the so-called enrage: % damage absorption, % damage, % total damage. And now the enrage phase lasts longer.

Examples



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This+1

If you look at steam play times it becomes very obvious most players are not us, but then that’s a know flaw with human cognition, we’re kinda shit at looking at the bigger picture. Especially when it involves people outside of our social group(s). There’s also the fact that people will want to make there own builds to learn the game how they want to, and this health bump is going to be potentially quite frustrating. Especially compared to prior 1.3/FoA runs etc.

/sigh

Except for some that’s going to be extremely frustrating. Hell, I’m in that game some days when insomnia has been kicking my arse or I’m in a bad head space thanks to depression/anxiety. I also remember getting my rear handed to me before I learnt the game properly. So I can see that this change will burn some people out who would have otherwise found hundreds of hours of play time and fun in GD.

Now, making this the norm for Ascended is perfectly fine, for if you want to suffer, that’s your choice lawl. As Ultimate is already hard enough if you’re making your own builds, especially bosses like Crate or Cally.

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SR30-31, time loss on the timer is 2+ minutes, add in higher health and you’ve got a recipe for running out of time. Especially if that’s combined with low density shards or short ones running the timer down. Used to be you could bank up enough time to die once and still clear the boss room with time to spare. And that was before the health increase lawl.

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No doubt hp buff to bosses can not be even better.
After this:
You don’t play Berserker, your SR will be 5 or 6 min.
You play Berserker, your SR will be 3 min.
All the purpose is to go on “free update” and selling upcoming DLC.
I knew it.

Lmao. Soooooo classic that Retal damage is discriminated or even ignored.

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Nope. The point is to test out some FoA balance stuff now, also Berserker will not be that fast etc.

And for getting people to buy FoA is more items and QoL stuff and builds :stuck_out_tongue:

Anyhow, running SR32 and this buff makes it loooooong to kill bosses and Nemesis’ in shards, with boring for fighting bosses. Also feels the a hard nerf for less powerful builds, as I took my historical high build of Vit AoM Sentinel and lo, it was like trying to walk through a deep mud pool. Which I have done irl, because NZ hiking tracks are like that :stuck_out_tongue:

Not as bad of course, but it’s just a slog without FoA stuff :confused:

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…And just went from SR30 all the way to SR36 Shard 2 where I got ganked. Twice.

Used Pierce Bogson:

Where as before in previous SR34-35 testing it was decently fast for a single RR build, this time it was a slog. Going to have to record some footage, but the health buffs make nemesi hunting not really worth it time wise (and in SR30-31) and better off to drag them along with you and kill champ mobs etc instead.

Deaths mainly due to zoplicone side effects though, got to love being extra clumsy and so being a more crap pilot lawl. Least brain’s working otherwise.

Anyhow, Deep SR now feels like a chore, rather than just a harder version of SR30-31, because turning all bosses etc into health sponges just slows things down with out adding much gameplay wise. Compared to say sunder or giving bosses new abilities etc.

It’s also making single RR skill builds feel even slower against bosses etc resistant to your damage type. i.e. Iron Maiden was a glacial fight with this build, to the point it was faster to clear a shard going after other packs than 1v1 her.

Will try and get some footage tomorrow, just want to blob tonight, but yeah, looks like individual tuning >>> blanket health buffs would be much better.

you can still die and make up time, again i ask what are you talking about

i feel like someone is trying to backdoor in their sr32-34 complaints for regular ptr/sr30 feedback, because most of what you said i do not recognize

heck i had another weird glitch where i couldn’t move after runinge/evading from Grava balls, so basically insta died to balls in the boss room. Comes back with 30secs left or something, still manages to clear it in time; dealing with bosses 1by1, since i’m not trying to multi tank 4 as usual :sweat_smile:

next run same thing, but twice/once in every shard, dies in SR sr 30, recovers, makes timer, dies in sr 31 one, recovers, makes timer, with time to spare even - again, hardly top20 material Ritualist, Level 100 (GD 1.2.1.6) - Grim Dawn Build Calculator

i’ve no clue what’s being referenced/the proposed experience is completely different from mine, hence the confusion/what/where/“we sure it’s not 32-34 being remembered”, because i’m not running top20 builds so far yet i don’t recognize the complaints

is this a typo, or are you legit complaining about dying on sr 36 as if that’s strange ? @_@ :thinking:

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Starting runs recording now, 1st up and it’s 'orrible:

Probably would have been faster to isolate and kill Kupa 1st, but usually his heals to other bosses aren’t a problem really. Now? Hello boring slog fest. Will add more as I record them. What really slowed it down was the 3 Log clones being so damn slow to deal with. Seeker I think is also going to be a massive sloooooog.

Part 2:

Used my Vit AoM sentinel, which historically gets under 6 min on average. This run was not a slow one either vis low mob set ups. It just took longer to kill nemesi when encountered, never mind the boss rooms.

Will do one with the 2 Top 20 builds, though they’re not up to date and I’m not the best pilot :stuck_out_tongue:

Part 3:

Used a recent-ish version of the Chaos Aegis build and it’s like night and fluffing day. Boss health buff barely impacts it as you can see. Only slightly slower.

Part 4:

Blame on me being a gumby, this should have been a fair bit faster, but RNG + bad sleep = meeeh.


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Anyhow, totally not scientific, but if you want me to do proper A/B testing and basic stats, you can pay me, because I haz nots the energy nor motivation to do so at present. And last time I tried that I burnt out bad. But that’s severe ADHD + depression for you T_T

Hell, I can barely play GD at present (or any other game lawl)…

But what I can model from this with a small degree of certainty (ASD ftw) is while it does slow down the Top 20 somewhat or a little, this global 40% boss health buff is just going to force people to play Top 20 builds if they want to farm SR and have fun. Because chipping away at massive health pools without added mechanics, like in Destiny 2’s Raids etc/et al, is boring.

Which is odd to see happen here, because Crate’s always been allowing high build diversity and this kinda breaks it. Especially for single -RR% skill builds or ones that don’t stack all the possible RR sources possible. Something I love about this game and so find annoying with other Diablo likes that push cookie cutter builds.

Besides, this is a single player game at heart, so let the players have fun, albeit with some fun friction too so they can feel like they’ve achieved something in the process. Which is why people get a lot of fun out of Souls-likes or raids in MMO’s and get annoyed more often when a game that feels like it should have friction, has either none, or thinks health sponges are totes the right sort.

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I think in this run you just had better mutators (no monster health buff), in P1 you had the health regen and in P2 leech. I think those can already make bosses very spongy.

Historically? Nope, the main issues with run times from hundreds of hours of trying to speed run SR are mob distribution, shard types and boss room composition. Mutators have always had a much smaller role. Usually because you can build around them.

But potentially, yeah, those maluses could have been an issue :confused:

where’s the time issue you said? you’re making timer on both the non top20 runs, “comfortably” even, heck almost 5min to spare on the Vit sentinel - which is more than enough to recover from a death

these runs just shows the very predictable outcome of the update, sr runs take longer

well in both P1 and P3 the first boss room was small, but you spend ~1:40 min in P1, but only ~40 sec in P3, so even with easier bosses I find that quite a big difference.

I overall like the spirit of this change, seeing that that some of the base game bosses like Theodin have felt really weak for some time.

However, my concern with the overall health increase is that it makes the early leveling balance even more skewed towards the “meta” leveling builds. The difference between strong and weak leveling skills has already been a bit too much for my taste and I feel like this will make it even worse. It also makes getting early “op MI’s” even more necessary to farm, which can be a real pain early game for non boss drops (or unaware new players).

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