I want bosses in Grim Dawn to matter, I want them to be meaningful challenging and satisfying to fight and to take down in a fair battle 1 on 1 and the current mechanic is a big turn-off.
Currently, when you die to a boss, revive and then teleport back, its health remains unchanged from the previous fight minus some minor healing, and it’s possible to grind its health bar indefinitely again and again until it reaches 0, by dying over and over.
It completely negates any sense of challenge, progression, and accomplishment, gears don’t matter anymore, your ability to fight and dodge stuff doesn’t matter anymore, your ability to make a build that holds its own doesn’t matter anymore, all you have to do is run at the boss like a bloody lemming again and again.
Note that I’m fine with that mechanic on the various heroes that roam the battlefield, as those bosses are dispensable anyway, I’m really only talking about the big bad bosses at the end of an act and the likes.
Is there any mod available that would change that?
Hi, I’m not familiar with modding, what do I need to download to make the change myself. I don’t believe that specific line of code is directly accessible from the game folder as it is?
Edit, nvm found it. I only have 2 dbr files Boss01.dbr and ScriptedNPC_Hostile.dbr in that folder. Is that all of it?
I’m not talking about the modding tutorial, I’m talking about the base game. Extract the game files, copy+paste that folder into your mod, and then make the edits. There are 219 such files.
Do I have to extract everything, or can I only target some specific files to gain time? And if so, which ones?
219 files? What. How? Does the game not make a distinction between a hero, and a story boss, or quest boss? I don’t think there are 219 bosses that fit that criteria.
Thank you.
I don’t really mind the smaller heroes, but story bosses have to be memorable. Right now I can’t even tell the difference between an actual boss and a trash boss and that’s an issue and it’s detrimental to the storyline. A story needs low and high points not to be monotonous and those bosses mark those high points.
I think Diablo 3 did it right, alternating heroes and big bad bosses as you progress through the story, and those bosses don’t start a fight at half health hah.
Update, some bosses still don’t have their health bar reset.
After facing the Edge of Madness boss Loghorrean, dying once and coming back, his health bar was still at 33%. What may have happened, I got killed by a minion and not Loghorrean, so the health on kill didn’t trigger? I don’t have any other explanation.
Out of the files in database/records/creatures/enemies, only /boss&quest, /nemesis and /special have the lines healthGainOnKillPct and healthGainOnKillDifficulty. I edited those 2 as well, will that be enough?
Or is there no way to edit those bosses.
Edit: what if I add the line healthGainOnKillPct,100, to all the files in /enemies/anm, /enemies/bios, /enemies/bounties, /enemies/devotions, /enemies/faction, /enemies/hero, will that do anything?