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Posted: 26 Apr, 2014 0:26
by andronnik
naaah, Risen Hero already got nerfed enough, i don't think he needs more nerfs.
Posted: 27 Apr, 2014 10:27
by DREWPICKLES
In my opinion, certain bosses are brick walls for some classes and cake for others. Personally i wouldn't change them too much, although i have spent 10+ hours trying to beat some tough bosses in the past.
If you make sure to use your spells correctly and gear up specifically for a tough boss they are definitely beatable.
Posted: 27 Apr, 2014 16:23
by Jofuss
andronnik wrote:naaah, Risen Hero already got nerfed enough, i don't think he needs more nerfs.
Oh no I wasn't saying Risen Hero should be nerfed... I was saying certain combinations of random magical enchantments should be nerfed
Haste, Mastery - Oh good, it's GOING to hit me... and really fast...
Fire Enchanted, Arcane Enchanted, Cold Enchanted - Oh good when its basically guarenteed to hit me its going to do significant additional damage. Damage coming from 4 different sources or 4 types of resistance in other words.
Granted after teleported in and died in 1 hit, I was able to see his attributes and come down the second time with a different plan.
Luckily he was Cold Enchanted instead of lightning so I was able to put up a golem while I lightning walled the hell out of him. If his third enchantment was Lightning Enchanted, I'm pretty sure I wouldn't have been able to kill him at all.
DREWPICKLES wrote:In my opinion, certain bosses are brick walls for some classes and cake for others. Personally i wouldn't change them too much, although i have spent 10+ hours trying to beat some tough bosses in the past.
If you make sure to use your spells correctly and gear up specifically for a tough boss they are definitely beatable.
I think I have to agree for the most part. There are very few bosses and times when a mob is actually too "difficult" even with the appropriate strategy. (First seal boss comes to mind!!!! err I digress.)
Each class should have certain bosses that are easier than for others, and some that are harder than for other classes.
I do however have to say again that I think there are certain random monster enchantments that are much too commonly placed together and others that are not used nearly enough.
Posted: 27 Apr, 2014 17:53
by Constance
After a few attempts, I just managed to kill Diablo in normal mode with my Rogue and, even though I had transfered her some nice rings found in nightmare by my Warrior (mostly to give her more life), I have to say that was not easy.
I think I was quite lucky that those 4 pillars can block his spells or else I probably couldn't have done it.
In case anyone would want to see how that went (well, only the successful attempt), and perhaps give advice on how I should have done to make things easier/comment on how much I suck at strategy, the replay should be available on youtube
here.
Posted: 27 Apr, 2014 19:32
by Jofuss
That actually looked great. My sorcerer on normal Diablo didn't go nearly that well and that's with my entire inventory being full of potions... On nightmare I was lucky enough to spam up guardians around a corner and Teleport around so he couldn't hit me.
I personally haven't gotten that far with a rogue yet so I'm not sure what other options are available.
Posted: 24 Aug, 2014 0:34
by Zeb
A black death with poison and lightning is still the most terrifying thing. If your playing a champ that would normally get into melee range then kiss your max hp goodbye for the next 4 min or until you die.
Posted: 26 Aug, 2014 9:52
by SlapZ
Well, I myself see only three problems really.
Stunlock, Effective HP pool, and Immunities.
Mastery, Haste, Teleport, Charge, et cetera.
It's not bad for melee classes, but it's infuriating for ranged ones.
Being stunlocked to death when the enemy gets near is almost equal to being one-shot by such boss. This is also the main reason I took a brake from Belzebub, as I got tired of fighting some bosses / unique-monsters for 15 minutes at a time, teleporting away 90% of cases and waiting for Elemental Drain to go off CD to deal any visible damage (thanks to quadriple immunes).
Faster Hit Recovery partially solve the problem, but there is hardly a way to snare lightning-fast monsters to fight them efficiently, and with the present immunities/resists system - fighting without Elemental Drain feels like a waste of time. And -30% enemy resist staves are RARE.
This problem will probably be solved some time in the future with spell rebalancing, so one problem I would concentrate on is the stunlocking+invisibility/teleport/charge/fast walk speed problem.
Posted: 26 Aug, 2014 14:37
by Rota
I don't see any extra difficulties at now. Bosses on Torment must be hard to beat becouse it's no fun and no challenge to kil everyone easily... Even if monsters got mass immunes, I can defeat them with no problems at my Sorc. I like this bosses. Most hard was the Warlord of blood becouse of his charge but it took about 15 minutes to kill him. Rest bosses like normal bosses and champions are 5 minuts of simple work. It's maybe hard for Rogues. Just some features like poison are little overpowered vs meeles ec
I like difficulty, but there is just one thing that on torment using MP10 is a bit confusing

Posted: 26 Aug, 2014 16:31
by Martim
radicool wrote:What bosses need a nerf?
I believe the reason is because health and mana potions are too powerful. They heal all your HP or MP instantly. How does the game fight against such an OP method of healing? Enemies need OP mechanics of their own... It needs to pump up the damage and rate you take damage. Then its all about having a quick finger on your potions. It's not about dodging or being smart about boss fights. Just get your potions ready and tank it.
But wait you say. You could dodge some enemies' abilities! Let me just say, the only enemies that posed a threat to me were ones that charged me and insta killed me (because I had half a mana pool with manashield and full Hp at the time. Yes they do that much damage to me), ones that walked super super fast and got to me then stunlocked me before I could teleport away, or enemies like Diablo who just apocalypse and gave me no hope of surviving.
So then what? I could be flamed for this! Why don't potions heal the specified amount over time? Yes, I'm referring to Diablo 2's potion system. Just to remind you, the point of this is so the game doesn't need to balance around the silly concept that it must burst you with huge amounts of damage really quickly in the chance we wern't ready to use a potion. Then it makes sense. Mechanics can be introduced which players need to think about and dodge. The game doesn't need to rely on cheap mechanics to apply difficulty anymore. If you get hurt, there's no more click of a button and your back to full HP. You get penalized for getting hurt and will slowly recover.
Can I get some feedback on this anyone?
Yes, in my opinion diablo 2's system of recovery could make the game interesting, but let us not forget that in diablo 2 there are also rejuvenation potions that recovered instantly hp and mana but you could only find them from monster and if I'm not mistaken make them with horadric cube using gems as part of the material.