Would you rather have Bosses that are too hard or too easy?

Just a small pseudo-survey, if you had to choose one of the not ideal situations, would you rather have bosses that are too hard, where you might die 20 times, or too easy, where you just kill them all first try without them doing anything?

For easy overview pls write "too hard/easy" at the beginning of your comment.
ขุดครั้งสุดท้าย เมื่อ 21 ก.ย. 2025 19:22:44
There's too much nuance to the question that need clarification.

Too hard is just vague, it can mean many things. Too hard because they have way too much HP and it's just a DPS check... boring. Too hard because everything is an invisible one-shot... no. Too hard because it requires some level of skill but done in a "fair" manner, yes more of that.

Same with too easy, though that one is a bit easier to nail down.
Personally can spend hours on a single boss and enjoy the progression (ffxiv raids, souls bosses etc) BUT it has to be intended and they have to be designed that way, then it's satisfying to clear.
Bosses being hard by RNG like map modifiers where boss AOE 1-shots cover the whole arena is just stupid (T17 map bosses for example) and just frustration
แก้ไขล่าสุดโดย Rikku#7536 เมื่อ 21 ก.ย. 2025 09:40:45
too hard, and it's not even close
"
Rikku#7536 เขียน:
Personally can spend hours on a single boss and enjoy the progression (ffxiv raids, souls bosses etc) BUT it has to be intended and they have to be designed that way, then it's satisfying to clear.
Bosses being hard by RNG like map modifiers where boss AOE 1-shots cover the whole arena is just stupid (T17 map bosses for example) and just frustration


"
Rikku#7536 เขียน:
Personally can spend hours on a single boss and enjoy the progression (ffxiv raids, souls bosses etc) BUT it has to be intended and they have to be designed that way, then it's satisfying to clear.
Bosses being hard by RNG like map modifiers where boss AOE 1-shots cover the whole arena is just stupid (T17 map bosses for example) and just frustration


I agree with both of these. The only downside are the large amount of one shots and limited tries that makes them tend to lean towards easy vs hard. If there was no xp penelty and unlimited tries then hard bosses that actually drop rewarding loot would be fun.

There are too many layers on top of each other all going different ways and again, it cant be a top 1% only thing in the game either. Talking about raids and stuff sure like wow its really hard on release. Once the top guilds in the world manage to get it down sometimes after hundreds of attempts, it gets nerfed down so those not in top .1% can beat it.
Too hard isn't a viable option in PoE 2. You're incentivized to run 6mod maps with 0 revives, and deaths will brick the map node by deleting the extra content there. Making the game extremely difficult unless you run two digit divine budget builds will just result in a miserable experience for the majority of the player base.

Make it so all maps have 6 portals regardless of how juiced the waystone is, then we can talk about having harder bosses.
PoE players: Our game has a wide diversity of builds.

Also PoE players: The [league mechanic] doesn't need to be nerfed, you just need to play a [current meta] build!

And the winds will cry / and many men will die / and all the waves will bow down / to the Loreley
It really depends on the direction of the game.

I love hard bosses in certain games like MMORPGs and Souls games, but I don't want to kill them 100s of times with the same difficulty.

If bosses are hard the first time then I need to be rewarded after killing them a handful of times so that the next times get significantly easier and faster.

For ARPGs like PoE, where droprates are as low as 1% or worse in some cases, it's just tiresome if bosses are too difficult after a while. There's a reason people use 1shot builds to farm bosses in PoE and PoE2.

I was never a big Mephisto farmer in D2, but I still put in some hours here and there. It usually didn't amount to much, but sometimes u got that lucky Elite Unique u were waiting for. If Mephisto would have been a Maven like fight without the ability to cheese it... no way I would have done that more than 5 times.

/edit: If GGG can figure out a way to design really hard endgame bosses but give us meaningful loot, within the trade economy, then I'm all for it. I just don't know how, like a daily entry cooldown or something? (not a fan of that, just an example)

tl/dr answer: yes
PoE2 0.3 Character: https://poe.ninja/poe2/builds/abyss/character/Sadaukar-2191/Acidic_Sadaukar

PoE2 0.3 PC performance tweaks: https://www.pathofexile.com/forum/view-thread/3852015
แก้ไขล่าสุดโดย Sadaukar#2191 เมื่อ 21 ก.ย. 2025 10:00:09
too hard but without bullshit access requirements, too hard + you only get one key per league is an absolutely garbage combo GGG have used too often.
I would love to see you doing a VERY HARD t15 boss on a map with 6 modifiers (extra damage, less recovery, etc) + % inc modifiers taken on your atlas tree + instilled.
Why these takes always come from tourists who never engaged in anything other than the campaign?
The forum is full of that bullshit, and you are not willing to listen, not willing even to play, most of you have like 1 86 lvl character on which you "DESTROYED" the game. You don't even know what the game has to offer, never made it harder for yourself, but you always find time to share your meaningless opinions about it on the forum.
GGG, just delete that "Soulslike" tag from your Steam page already. This is getting out of control.
แก้ไขล่าสุดโดย grynnder#7112 เมื่อ 21 ก.ย. 2025 10:12:18
given the current state, i would say just a touch harder on bosses.

maps take 3-5 minutes w/o boss, you can't have boss fights take longer than the mapping part because 99.9% of the time the drops associated come from non-boss content -- talking about map bosses here.

as far as other bosses, I don't think I like the idea of making them "hard" whatever that ends up meaning because that effectively locks players that want to do X content out of that content if they can't beat said boss and forever leaves them at a currency/drop disadvantage as this impacts mapping directly.

รายงานโพสต์

รายงานบัญชี:

ประเภทรายงาน

ข้อมูลเพิ่มเติม