Screenshot of New Brutus Fight

So is the xpac going to give us something beyond merciless? Like a 'slaughter' difficulty where everyone dies hard and crys harder? Sounds like my kind of fun!
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Last edited by 60x7#2399 on Jul 22, 2014, 9:33:49 PM
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Coal48 wrote:
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Arrogant wrote:
Soo confirmed the days of solo boss fights are now over. Both Merveil and Brutus seem to bring their own armies now.


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KenshiD wrote:
>implying he wasn't super hard for beginners already.


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jamhax wrote:
skeletons for extra desync


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mireklefou wrote:
You guys added skeletons? It's suppose to be 1 vs 1 fight. It's more scary that way. You feel so alone there and like there's no escape out of it. Exactly as it suppose to be.
You're are ruining the story.


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Ragnar119 wrote:
I do not like that you are adding normal trash monsters in every boss fight.


These new boss fights don't inspire joy to me, there has to be mechanics/balance changes in order to accommodate them, otherwise they will plain become way too hard


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mireklefou wrote:
Since we're very fortunate to be able to affect the content, I don't think we should "wait and see". Brutus fight is very short experience but it's very special and comes with a big risk - to new, to experienced players. You don't get this uneasy feeling while encountering Kole or Carnage. They are surrounded by annoying mobs and they don't mean much to the story. But with Brutus, you feel nobody will help you nor him, and the music fits so well. I don't mind those spikes and whatever new attack he will do - I don't understand why add fragile skeletons to this memorable 1 vs 1 experience. Merveil has squids, Piety miscreations, Dominus his champions, Weaver her annoying little spiders spamming even after her death - why spoil Brutus fight with fragile skeletons. For flask charges? Oh come on.

"Curse you, Brutus! Curse your spikes and bloody skeletons. They should have listened, they should have understood."



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Antnee wrote:
Why do I have the feeling that this is what Char was so upset about?

Benefit of the doubt as always, but -1 to putting adds in every boss fight. The Brutus fight, as others have pointed out, is scary because it's just you and him, with no distractions. The game has enough boss fights where your attention is split between the boss and the trash. I can only hope for more one-on-one fights in the future.



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Antnee wrote:
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ripnburn69 wrote:


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Coal48 wrote:
These new boss fights don't inspire joy to me, there has to be mechanics/balance changes in order to accommodate them, otherwise they will plain become way too hard

Don't you mean way too easy? Adding mobs to any fight makes the fight easier, since you can refresh flask charges.

flask charges +1

Or you can TP out. If Flask Charges is the best argument for adding more stuff to a fight, I wholeheartedly disagree.


I think the quoted people are right, and many said it at least as well as I could have.
Support a free Hong Kong.

I do not feel obliged to believe that the same God who has endowed us with
sense, reason, and intellect has intended us to forgo their use.
-Galileo Galilei
Single target skills are a waste of time in this game; everyone should just spectral throw...
GGG listens to its fans!!! Thank you!
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bug77 wrote:
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Ragnar119 wrote:
I do not like that you are adding normal trash monsters in every boss fight.


As others have pointed out, it helps with flask recharging. It is also necessary for summoners, so get used to these changes.

The thing I don't like about the latest changes is the avalanche of bling-bling mtxs. They ruin the immersion big time, I wish there was a way to undo them. Then again, they probably sell, so I better get used to them.


This is really a terrible excuse. For one, after Desecrate, summoners don't need trash adds to keep momentum in boss fights. And there's no reason GGG can't find other ways to refill flasks mid-fight without compromising the play experience like this. Retain real 1v1 boss fights and give those bosses divisions on their health bar, however many is necessary, where they stagger backward like Hillock and release a little stream of red wisps that refill your flasks. Or place flask fountains in rooms with unique monsters that refill over time. Or make them have a chance to drop flask globes when hit. Or add a flask affix that restores charges when hit by a unique monster.


Add minions when they work, not as a bandaid for an entirely different problem. Minions do not work thematically for a cage match with a monster who has slaughtered everything around him.
Oh, something that I didn't see anyone else get. We still have no idea as to what the expansion is! What if its something relating to weaker mobs/manipulation of them or some such. I could be speaking form my ass, but I feel like they wouldn't randomly add mobs without a purpose. So for now, wait till you actually try it out and know more about the fights before passing judgement on them.

On a side note, DD/summons/dominating blow/conversion trap all get assisted here as well.

Also, more difficulty is fine by me, I hate pushover bosses. Bring on the challenge!
Last edited by HasuKishi#1534 on Jul 22, 2014, 10:15:22 PM
What if...

The skeletons in the Brutus boss fight are thematically "in thrall" and bound to Brutus' will until you kill him. He's the prison master, they are his prisoners. They can attack you, but are untargetable/undamageable (up high in cages, whatever) until you kill Brutus 1-on-1, releasing his hold on the skeletons and giving you a little mop-up after the boss is done. I guess they would have to be archers/mages, or maybe some of those types and a ton of more normal skeletons that all drop once the big guy goes down.

That keeps the solo boss idea more or less intact, but makes Brutus a little more interesting than "kite forever." Can vary the number of skeletons that drop per difficulty to keep it from being overwhelming in normal.
Last edited by unsmith#1924 on Jul 22, 2014, 10:26:51 PM
Well, Brutus is like the Path of Exile's Butcher, so I guess I understand all the complaints.

I still like the whole fight with the adds. I'd never had any difficulty with the battle, so I couldn't experience the 1 vs 1 fight as a lot of people did.
Add a Forsaken Masters questline
https://www.pathofexile.com/forum/view-thread/2297942
Last edited by NeroNoah#1010 on Jul 22, 2014, 10:34:55 PM
What doesnt change is: spectral throw or gtfo
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sidtherat wrote:
What doesnt change is: spectral throw or gtfo

+100

GGG listens to its fans!!! Thank you!
Does this fight really need to be harder?...

I hope they got rid of his hook and the ground slam. Or at least reduced ground slam's damage significantly (probably the latter).

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