Could you stop making "unique boss has all resistance" ?

And how can I find a weakpoint when I fight difficult one?
I mean some boss is kinda OP to defeat them.

And non of my elemental can harm them.


I would like GGG to adjust that some boss has weakness.
like if this boss would have resistance to all but except for cold damage so I could go back and pick my cold damage build to fight against them.



And for anyone said "your build has issued" brah brah brah

I would said "I don't have money" get it.
Last edited by Redmyclan#0320 on Feb 3, 2024, 5:42:47 AM
Last bumped on Feb 9, 2024, 6:15:03 PM
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1) Lower ele resist?
2) Ele pen?
3) Inverted hit value?

Many ways to bypass them?

Dys an sohm
Rohs an kyn
Sahl djahs afah
Mah morn narr
Yeah yeah but if you play with different characters with different builds.
And knew that gonna annoy you as well.
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1) Lower ele resist?
2) Ele pen?
3) Inverted hit value?

Many ways to bypass them?



Nothing stops you to invest in any of the named options on any elemental dmg build.
Unless you play some weird and terrible optimized build, but that's an issue on your end and not the games fault.
Flames and madness. I'm so glad I didn't miss the fun.
this is an inherent weakness with the current state of ARPG in general, not unique to POE.

in typical RPGs certain bosses are strong/weak to certain elements. players are rewarded with an easier time by swapping out their party members/gears to suit the boss.

it doesnt work well in POE as damage scaling requires players to excel at a single element (most of the time). respeccing is not cheap and swapping out gear is not economically feasable.

the devs know this so instead of giving monsters obvious weaknesses, they're homogenized so that all bosses have more or less similar levels of "all resists".

no easy way around it.

GGG could make a "total damage conversion" support. but at that point youre forced to use them for different bosses which can feel like an unnecessary chore.

all resists are still the best bet for ARPGs.
[Removed by Support]
I'm probably in the minority here, but I'm hoping GGG give bosses in PoE2 different resistances/ weaknesses to take full advantage of the fact that players will be using a larger variety of skills per build. It would make combat a lot more interesting and give more incentive to run a balanced party.
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ARealLifeCaribbeanPirate wrote:
I'm probably in the minority here, but I'm hoping GGG give bosses in PoE2 different resistances/ weaknesses to take full advantage of the fact that players will be using a larger variety of skills per build. It would make combat a lot more interesting and give more incentive to run a balanced party.


I am all for this and think its one of the biggest weaknesses of PoE 1. It is also a symptom of the many less-than-ideal design choices throughout the years.

It seems like a no-brainer to me that if you have a boss made out of literal molten fire....they should be immune or incredibly resistant to fire. Weak to ice. This also allows for boss designs to become more indicative to the player as to what to expect. Right now, the "color" of a boss attack is all but meaningless except in rare instances. Blanket "+60 all resist, %curse resist, blahblah" is lazy and boring.

You can even have phase shifts within the boss fight, kind of like Act 9 boss but within the same entity. "Oh crap, hes in his frost phase, gotta switch to fire/physical damage now!"

Cycling Damage mod and expedition immunities fail HARD in this game because...they just don't fit. You basically CAN'T build two different damage types so all these mods accomplish is frustration, accidents, and artificial time with no real battle benefits. But these same mods can be GREAT in the setting of PoE 2, and can be planned for with the new skill system.
Last edited by jsuslak313#7615 on Feb 5, 2024, 4:01:26 PM
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jsuslak313 wrote:
You can even have phase shifts within the boss fight, kind of like Act 9 boss but within the same entity. "Oh crap, hes in his frost phase, gotta switch to fire/physical damage now!"
Yeah. You absolutely can do this stuff in ARPGs with character specialisation, but you do have to, now and then, make the idea of a “boss” broader than “one uniform HP chunk to whittle down”. More supplemental targets, objects to destroy, conditional vulnerabilities etc.
Yes, I agree with it.
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Last edited by SoniaMante#0863 on Feb 17, 2024, 1:42:50 AM

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