Invaders

tl;dr: Invasion is a great idea with horrible implementation. This seems to be a pattern with this game.

I have Alt F4'd more times in invasion than on every other character of mine combined.

Not so sure the invasion bosses are accomplishing what you want them to when most of them get skipped.

It was a good attempt at adding new mechanics compared to map bosses, but when you decide that all of these new mechanics needs a ton of burst damage, you may want to reconsider your idea of what balance is.

You want bosses that will kill players because they attempted to fight it and did it wrong, not because they didn't see it or died instantly. Bosses can kill you very quickly, sure, but it's much better when you actually learn something.

Basically, you had a choice between players saying
"This boss is tricky, are you sure we should fight it?"
and
"This boss will instantly kill you, skip it or reset the area."

You chose the wrong one.
You do not kill players by making bosses ridiculously fast or able to gimp you.
You kill players by making the players want to fight the bosses.

If invaders took longer to kill, were still very dangerous but not massively reliant on burst damage, and dropped loot that wasn't trash, players would take the risk to try to get that loot knowing that if they die at least it won't be instantly from offscreen.

You want to make the players WANT to approach the invaders while still being afraid of them.
I'm rather disappointed that with how far PoE has come, this concept is still beyond you.
I had my doubts about the mechanics part, but you've come up with interesting things like boss splitting, interesting variants on spells (Tracer Storm Call), and the like. The problem is making the mechanics work well rather than just being an interesting concept.
Last edited by Xendran#1127 on Mar 13, 2014, 3:18:01 PM
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Xendran wrote:
You want to make the players WANT to approach the invaders while still being afraid of them.


Everybody gets this, except GGG balance team. If invaders droped a few alteration orbs & whetstones, there would be more reasons to fight them as they are now. Surely the precious economy stock market wouldnt crash because of that? -_-

Skipped 3x Chaska in the last hour, because whats the point in fighting that bitch?
When night falls
She cloaks the world
In impenetrable darkness
Honestly GGG has no sense in terms of risk VS Reward there's no reward whatsoever in fighting those things.

Other then Death obviously as a reward.
Dys an sohm
Rohs an kyn
Sahl djahs afah
Mah morn narr
While I agree that risk needs reward, I can't help but feel like the reward from killing invasion bosses shouldn't be high considering they have 100% spawn rate.
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munkytos wrote:
While I agree that risk needs reward, I can't help but feel like the reward from killing invasion bosses shouldn't be high considering they have 100% spawn rate.


Reward matches risk.
Having a boss in every zone is a pretty huge risk, especially when GGG relies on poorly thought out oneshot mecahnics even AFTER fixing the "enemy skills have no variety" issues.
Last edited by Xendran#1127 on Mar 13, 2014, 4:15:45 PM
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munkytos wrote:
While I agree that risk needs reward, I can't help but feel like the reward from killing invasion bosses shouldn't be high considering they have 100% spawn rate.


I really don't see that as relevant considering that when Invasion is done, they will no longer have a 100% spawn rate.

At best, people playing Invasion would get a burst of loot to compensate for them killing overtuned bosses.

It doesn't have to be some crazy absurd drop. Even just a noticeable boost.

Right now it's like this:

Choice 1)
Open 5 chests

Choice 2)
Kill an invader boss

Because that's the kind of loot you are looking at.
Last edited by tikitaki#3010 on Mar 13, 2014, 6:57:57 PM
Or make them drop currency even lol
Dys an sohm
Rohs an kyn
Sahl djahs afah
Mah morn narr
"
tikitaki wrote:
"
munkytos wrote:
While I agree that risk needs reward, I can't help but feel like the reward from killing invasion bosses shouldn't be high considering they have 100% spawn rate.


I really don't see that as relevant considering that when Invasion is done, they will no longer have a 100% spawn rate.



Lol you're speaking about the end of a 4 month league at the beginning of it and I'm the one that is speaking irrelevantly? If these bosses didn't spawn in every zone then I could see buffing the drop rates, similar to how much loot the exiles seemed to drop. People could just chain run small zones and fighting the boss if they're easy and skipping if they're not and repeating for easy loot.
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tikitaki wrote:

Right now it's like this:

Choice 1)
Open 5 chests

Choice 2)
Kill an invader boss


This nails it. Even when ignoring that some of the invasion bosses are actually dangerous most of them are tanky enough that it is more lucrative to skip them.
Yeah, even if the boss is not too dangerous, it usually has a shitton of life and / or spams summons at a fast rate. It's way less time-wasting to just loot containers.

Dunno, the implementation seems self-defeating to me.
When night falls
She cloaks the world
In impenetrable darkness

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