Boss vs regular monster fight lengths

First, let me say that I really appreciate the change to maps where we get a boss encounter with every map now. I've leveled up the boss atlas tree and the fights last decently long, and I think it's nice to have at least one encounter per map where I get to see monster mechanics and have a reason to pull out my wombo combo.

Part of me wants to say, okay let's bring all the other regular fights up to that level so that I get to see monster mechanics and pull out my combos all the time, because I feel like I'm just mowing everything else down and it could be more fun. However, I realize that's not how everyone feels, and so I don't think that's the right solution here.

As I've said in other posts, I'd really like to see some mechanism in end game where you can scale monster toughness infinitely so that those of us who'd prefer it could pull out combos all the time, and those who don't can stick with whatever they like. I don't know if I've been using the word 'toughness' in the past, but I'm using it here because for me it's really about fights lasting long enough for me to use more than one skill in each fight, and also maybe needing to avoid enemy attacks even if I manage to get the first hit in. I don't know if I care too much about damage going up at the same time, because it seems to me that enemies are deadly enough if they don't die as soon as I see them. (Side note, the advantage of a system like this being a part of the base game is that it means you can scale the toughness of any side content to your liking as well.) As things currently stand though, if we're able to scale the toughness of everything so that I might pull out a combo for regular monsters, then the boss fights would be prohibitively long.

So you know, supposing that there's some plan in the works to allow for further toughness scaling for endgame, it might be best if there's some alignment of the fight length for the boss vs fighting everything else. Of course you could increase the time that it takes to fight everything else by increasing the number of monsters, but I'm thinking more along the lines of toughness. Of course boss fights should take longer than it takes to take out a monster pack, but I think that if you feel like you're roflstomping regular monsters then you should feel like you roflstomp the boss, and if you feel like the boss fight is a long, epic battle, then the rest of the map should feel that way as well.
ขุดครั้งสุดท้าย เมื่อ 7 ต.ค. 2025 04:49:28
You can add toughness with the mod union of soul with map boss in desecration of waystone.
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XxxPssySlayerxxX#5201 เขียน:
You can add toughness with the mod union of soul with map boss in desecration of waystone.


That only affects the boss, and it increases their damage as well as their toughness.
I think there is no excuse for elites at endgame to be this squishy, so don't be afraid to speak out about it.

Zoomers might not like your feedback, as they don't like the "vision" altogether, but it's their problem really. Poe 2 is not Poe 1 and developers consciously wanted to move on with encounter design.
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Niszczyciel#1619 เขียน:
I think there is no excuse for elites at endgame to be this squishy, so don't be afraid to speak out about it.

Zoomers might not like your feedback, as they don't like the "vision" altogether, but it's their problem really. Poe 2 is not Poe 1 and developers consciously wanted to move on with encounter design.


Imho the best outcome for the game overall would be if there was some kind of mechanism that allows both types of players to be happy. People talk about how most people don't want a slog, or most people want meaningful combat, or whatever terms people like to use, but the obvious truth is that a bigger group than either of these sides is both sides. Why wouldn't GGG want to capture both audiences?

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