Let us talk about mechanics in endgame, seriously

Almost my point)) Arcane heroes are even more fun because geared builds melt them without noticing, like all other heroes no matter how big the heroes blob is. But when the boss is Arcane he shots player down without a notice.

Thank you very much for clarifying this issue! In GD I couldn’t really understand the intention behind them, especially when each expansion added lots of them. Its nice to hear, because in other games sets are actually lazy solution to endgame gear choice.

But only one boss is Arcane and it’s Grava’Thul and he pretty much screams that he’s using null.

Yes, in the endgame there is only one boss and I tried not to call its name in vain, but one is enough))))) but please consider my other arguments in the topic, I don’t want repeat them countless times. Shortly: Its an ability that is out of place.

I hope this will never happen.
Just dont make too powerful sets to covers weaknesses of too bad skill combination/builds/etc. Better buff those directly.
Overall, i’m fine with sets in GD, cause they dont feel mandatory.

Are they? Some of them are based upon hulking enemies, immune to certain CC effects…
Another problem is that unlike Gravathul, Arcane heroes come in packs along with other heroes/mobs and dont have so clearly visible telegraphed cast, so it’s hard to avoid or interrupt it.

I guess sets were also part of a solution for this problem, at least before we got the illusionists:


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A battle without CC is like noodle-only ramen.
No matter how delicious the soup or noodles, you get bored quickly.

I came to the forum looking to make a post exactly like this. After 3 end game builds that can blow through Ultimate like nothing, I have seen repetitive issues with Crucible/SR.

On Aspirant Crucible I can get multiple Nemesis spawns and they are manageable, it seems as if their difficulty is less than they are in Ultimate game mode. If I take this same character into ELITE SR and try to do 65-66 my first boss encounter is almost always stacked. With Resistances over 80% across the board in Elite there is no way I should not be able to stand in that fight with a line of potions on. It is just unbalanced, I can do this repeatedly and maybe 2/10 I get a set of bosses in SR that are manageable. Maybe in a group this would be a non-issue, but it’s not always that easy, I should be able to run this content solo.

There is something happening with the difficulty of boss/nemesis spawns when you go from Game Content > Crucible > SR. To me and over 700 hours of GD play, they get progressively more difficult and unbalanced. If they stayed consistent through all 3 modes this might all be a different story.

As Big Z said:
Everything past 60 is hard to sometimes even unfair.

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Why would you even want to farm SR on non-ultimate difficulty? Isnt it meant to be endgame, where you go after ultimate, naturally?
And of course, Ultimate campain content is nothing compared to high levels of Crucible and SR. Those are endgame, a place, where you go after ultimate, so obviously, it will be much harder. Just like Ultimate is harder than Elite.
However, i wonder, what build had you been playing with? When i got bored with bulk of gear i’ve got, i started from scratch. When i completed Ultimate and farmed required rep, i went to Crucible, and blew Challenger completely (170 included) and Gladiator up to 150, and farmed it a bit (Gladiator 130-150). Rewards in Challenger Crucible were lame and completely not worth it. Only Gladiator yields OK rewards.
Then i went to conquer SR. I get to SR 75, and farmed 75-76 a bit, though i believe, farming 65-66 or 70-71 is safer and more profitable. In SR 75-76 enemies are too tough and hit too hard. Farming SR lower than 65 isnt worth it too.
As many already said, SR is NOT FAIR. Crucible is, to a good degree, but not SR. For example, SR 45-60 was harder than SR 65 due to one arena, where ALL bosses charge at you immediately, and if combination is bad, you can do nothing but die. Also, if you die in SR, you can try again and keep your rewards. How that could be balanced as endgame mode?

Hey Bog, 2 builds I have mostly been running here…Battlemage and Pistol Purifier. Could they both use work, probably. However part of that work is dependent on getting end game content gear, hence the problems. I DO understand endgame content is harder than the main game whatever level that is. You ask why try to farm SR on elite? Seemed like the best chance to get decent rewards and still complete…experience in Elite SR makes me not even want to try Ultimate lol.

I did not mean to suggest Ultimate is an equal comparison to Crucible/SR. But, Some Bosses/Nemesis in Ultimate almost seem to be easier than they are in Crucible, but impossible in SR.

End of the day I just want to add my voice so Dev Team or whomever hears that some of endgame is out of control.

Anything past SR60+ is anything goes. There are no plans to make it more “fair”.

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Fair is a stretchy word. Each game has its own sweetspot for the level of RNG that is suitable for the majority to enjoy the gameplay. Sometimes no RNG can make a gamemode sterile thus unfun.

For me personally SR tips over the other side of the spectrum. The level of RNG in boss rooms makes it completely unfun to play. Unfair can be justified when it results in a mild punishment. But in SR even a 5shard run can take a conciderable time and when the final boss room can RNG so hard it invalidates all the progress altogether, all the time invested, it turns into an unfun level of unfair. It compromises the whole gamemode.

I wonder is it possible to implement auto save after each shard, no matter which? Cause that may ease the process of restarting if you meet impassable combo. The rewards still can be given after number of shards.

Anyway current system is more less designed after RNG. So can’t argue with randomness.

No wonder you’ve experienced troubles.
Battlemage is probably the weakest class combo. I wont say he isnt viable, but everything he does, some another class combo can do better.
Pistols and ranged weapons overall are also in a bad spot.
So, you’ve just chosen some of the weakest builds, that’s it.
Try lightning AAR, for example. You’ll be surprised, how much easier game would feel. If you’ll build him properly, of course - i can guide you on that, if you want. And he isnt dependant on drop RNG - you’re literally guaranteed to be quite strong without any legendaries or rares with good rolls, etc.

That’s really sad to see.
There is a line between “easy” and “fair”. I wont ask for endgame content to be more “easy” - actually, i’m for the opposite - but i do want it to be more “fair”.

If SR 70 was fair, people would complain about SR 80. If SR 80 was fair, people would complain about SR 90.

For a gamemode that can theoretically extend up to SR 200, with further depth being capable of being added even beyond that, what’s “fair and balanced” (:smirk:) has to end somewhere. That’s the whole intent of something being “endless” in an ARPG. Eventually, it stops being fair.

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This. When you pick an arbitrary “endpoint” in a RNG-heavy game mode that is supposed to scale until it kills you, maybe the problem isn’t with the game…

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But can’t the same argument be used to say make SR 40 as hard as SR 80 is atm?

I can sympathize with people wanting SR upto 75 to be fair since that is the highest hard you can start at. I don’t think anyone will complain about SR 80 since 75-76 would still be more profitable and going 80+ would be a time consuming challenge instead.

Personally though, I rather have most builds capable of Farming SR upto the point where loot stops scaling and waystones upto that point. The rest can be for bragging rights.

Like you said, it goes upto 200. Has anyone even got to 120? Don’t think anyone needs to worry about people suddenly posting SR 180+ builds.

It is anything but arbitrary. SR 75 is the highest shard you can start with Waystones. Hence why most consider that as an end point. If Waystones did not go past 60, no one would be complaining about how SR 70+ is unfair.

It seems you dont understand the difference between “easy” and “fair”, or between “hard” and “unfair”.
In SR, on some obss arenas you can easily pull bosses one by one, while on others, all bosses immediately charge on you. Due to that, SR 65 can be much easier, than SR 50. That’s what i call “unfair”. Another example - when you die (essentially, lose) in SR, you can just return and continue, again and again. The only thing you lose is shrine buffs. And a bit of rewards, if you lose too much time. It is “easy”, but not “fair”. Another example - Arcane heroes, who can dispel all your permanent buffs. For some builds, that’snot hard, that’s just unfair. And dont tell me “just focus them” - on high SR it’s impossible. Yet another example - rewards. After 2 shards, your rewards are just dependant on shard level you’ve ended with, and almost dont grow with extra shards completed. What’s the incentive to risk and spend time, delving past SR76, then? You’re essentially tryharding for almost no rewards! That’s ridiculously unfair!

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Well, no, because in 60 you get the last piece of the Shattered Guardian Set. Crate has to make the game doable until that shard so everyone can get the full set and complete the quests related to SR without getting frustrated out of their minds. So I personally agree with Zantai: the gamemode has to be fair until SR60, and anything beyond that should be taken at your own risk.

Umm, to push your build to the limits? To live the thrill of a challenge? You know, not every challenge needs a reward of billions of legendary items. People still fight Mogdrogen in Elite/Ultimate despite him giving one of the most underwhelming legendary shoulder armor in the game. People also try their luck against Crate of Entertainment knowing that most of the time he will just drop a joke item and in the best case he will drop a moderately useful amulet.

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