Tests of endurance

The games endurance checks on builds can seem pretty unfair with the difference between ranged and melee. Melee characters trying to deal with the first ritual boss, or trying to complete their ascension have a nearly impossible challenge.
The first ritual boss before he changes forms takes a very long time to down, and requires you to try to save all your potion chugs because his phase 2 also doesn’t have any minions to restore charges. As a melee you HAVE to take more damage than a ranged because you have to walk up to enemies and hit them in melee. Most melee attacks are not roll-able just the bigger slower telegraphed ones (you can in fact roll but you still take the damage).
The most egregious example is trying to complete the Sekhmet trial on a melee, you might feel oh well they can just do the later trial in act 3, but that means you are also ok with all ranged characters having an advantage for that entire act in addition to the advantages they already have (stay way out of range and safely dps), that most melees cannot get.
My suggestion for this solution is either remove honor, and use a different mechanic that is more fair across build types OR have calculated effective health pool modify or determine your honor. So, for instance a warrior with 500 hp that uses armor and reduces damage by 33% would multiply the 500 hp by 1.33 to create their honor pool then add on their energy shield. Evasion could be used the same way as armor as a multiplier.
The boss is incredibly unfair to melees and requires you to be able to soak huge honor pools to beat them with a melee.
Last bumped on Dec 10, 2024, 8:35:26 PM

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