My impressions on Mapping (Currently In T6-T12s) and boss design
I personally love the change to the boss system making them rarer but harder. Killing rares is a fine alternative to bosses. However killing both the boss and rares seems excessive. I would at least reveal all rares after the boss is killed regardless of how many monsters are left The issue is that some bosses are…Very easy while others are VERY dangerous. As a HC player i ran into silverback in maps and immediately quit out because i don’t want my death to be “Monkey/Golem 1shot me” i’d rather be 1 shot by an uber. This creates a situation where certain bosses will be ignored. There is no easy option to fix this. You could make the more dangerous bosses “Worth more” but you absolutely cannot nerf them. My philosophy for bosses has always been to “Ensure the boss is capable of killing the player” For Monkey, Golem and Blackjaw it boils down to one hit/combo. I support 1 shots but admittedly they do not scale with the game outside of the campaign especially in HC which Poe2 supports unlike poe which simply has an option for streamers. My suggestion is simply to deepen the mechanics of bosses to make the 1 shots more justifiable to scale them for endgame. This can come in the form of Less tracking for Monkey but buffing his swipe to apply knockback and hinder on hit to set up for his 1 shot -which would be easier to dodge. The reason is because of his crazy tracking. My monkey death came from him hard tracking me from a roll i took 1 second too early in which he was just starting to swing. It didn’t feel particularly good as i felt like i avoided best i could but the tracking was noticeably aggressive. If it were a bit less, Many players would enjoy the fight more in addition to the new mechanic of jumping in and outside his range to avoid the hinder before getting close to avoid the 1 shot. For Golem it would be to actually just buff his other attacks by around 30% to bring them into a range where you want to avoid them, Then giving him the red glow for his one shot. From what i’ve seen most of golems 1 shots come from players that ignore his other attacks which put them in the sweet spot for his 1 shot. If more attacks were respected they would be safer from the 1 shot in theory. For Blackjaw have his fire attacks “Heat him up” and once he’s charged he can unleash his RIP combo. As it stands there’s a massive telegraph but because it’s “random” in phase 2, You can literally just be in the wrong place at the wrong time and die because of it. Very little interactivity aside from “Know what to do”. To make a note- I do not want to see these bosses “nerfed” but their balance and mechanics are not scaled for endgame and players are avoiding them if they cannot skip the boss entirely through over tuned builds. That said, Some bosses actually lack a way to kill the player so here’s a few buffs. Candle wax boss: After using his massive barrage, He will fire off a stream of projectiles with each attack effectively extending his range and catching players that roll sloppily. Madusa- Hits apply a HP regen penalty 6% Per hit and increases damage taken by the same anount lasting 6 seconds and stacks up to 70%. Mushroom man: Much faster teleport (50% Faster, 40% less range) in addition to teleporting players to the center where they will be hindered. Undead bull and necromancer: i would increase the bulls damage by 50% (He is the definition of enfeeble at the moment) but increase the start up (wind up) and recovery of his attacks by 40%. Additionally i would have the 3 fire balls the necromancer uses in the center to be reduced to 1 fire ball with the quadrant chosen to leave burning ground for 10 seconds. The defiler- His flame breath leaves burning ground lasting 45 seconds, his headbutt and fist leaves burning ground for 20 seconds. This creates a scenario where he is constantly trapping you in degen and forcing you through it. The risen king- CHANGE 1000 SPEARS voice line to the Portal of swords already! xD That’s clearly what he was referring to. Aside from that, Chain his big swipe to his other attacks because he doesn’t have the output to apply pressure. (For example he would use his swipe attack after or before his other attacks in a string/combo.) Flaming miner: increase oil grenade effect duration by 15 seconds making her melee a proper combo. Kopex priest: After he uses his dashing chain explosion attack, have him spawn an additional black hole. Last bumped on Jan 3, 2025, 6:38:39 AM
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