it can get stale to fight the exact same bosses so many times, maybe they could have different variants that change how they fight
for example you could have a version of darak that is normal, another one where hes always in phase 2 and it has its own slightly enhanced attacks, another one where hes always in phase 1 and is more unpredictable with his sword, etc
maybe the brood could have a version where its only one of them, but significantly stronger. maybe the twins could have one where theyre actual twins and theres two of them, maybe they dont do the huge spin to compensate.
maybe one warrick hits less hard but is way faster and has way less pause in his attacks, maybe another is slower but with much stronger attacks and aoe and stuff. And of course, theres a chance hes plain old normal warrick
idk just throwing out random hypotheticals, just figure something out!!! add some variety so its not the same fight every time!!
Calm down, calm down. So far the bosses are what they are but they will surely be expanded as the story progresses, and it’s nice if you want to face certain bosses again without starting a new run. Also you can always burn some items to get some debuffs for the fight. Sure some variants of some bosses could be nice but they will probably be added much later, maybe after the official release of the game.
you might be intersted in challenge runs. i made a list of realm modifiers, but i dont think they will get implemented, because many of them are self-enforcable.
I have a white only run right now while still beng level 1 (dunno for how much longer because its getting pretty rough)
Check it out
And yeah I hope they really nail the new difficulty tiers, because i want my meaningful combat (unflinching enemies) back^^
@CMatteo999 debuffs arent related to this, its not about being harder, its about being more varied and not making bosses get old. i think the same feelings would happen with more bosses regardless
@GuessWho challenge runs are not about being harder, its about being more varied and not making bosses get old. i think the same feelings would happen with more bosses regardless
No idea why you people are so damn “difficulty-brained” these days. Like it feels its harder and harder to talk about such things without people being unable to rationalize the suggestions as anything other than “because its too easy” “because its too hard”
more varied is the most expensive development cost you could ask for. instead of just tweaking numbers which is easy, you request a better ai and/or more movesets, essentially at least another half boss for every boss, when the devs already have probably too much on their plate.
so my answer was trying to tell you that that probably wont happen and that you should look into other avenues for a challenge. but i guess i could’ve been clearer^^
Of course i’d wish for more varied bosses but i know that i got to be realistic^^
making a bunch of basic variations for bosses isnt all that impossibly expensive to the points its unrealistic, considering moon already has a habit of reusing the same enemy 99999920 times, speeding and slowing lots of attacks at their choice
if you just tweak numbers then you arent accomplishing much of anything to make fights more varied, so who cares
im not sure if you noticed but none of the provided examples actually involve the creation of entirely new moves
If youre not going to suggest anything that takes effort other than changing an effortless number then whats the point of 9/10 the stuff in this forum anyway?
that you should look into other avenues for a challenge.
i dont know why you think its just for the sake of challenges in the first place, nor how some silly gimped gameplay compares to having more fleshed out variety in foes
hmm, agreed some faster or slower animations could change combat quite a bit, but that would still be changing a couple of numbers in my book. idk, i guess we have different understandings of varied:
care to explain yours?
i would also love if they added at least 1 or 2 more mobs to battles, right now even pestilence areas feel way too empty.
enemeis being faster is one thing, but unflinching enemies was what made the game great in my opinion, so you really had to strategize instead of facetnaking through everything. but since we’re talking bosses.
maybe add a brood to darak and the first boss could be a thing? or constantly spawning smaller mobs? I guess that would be more annyoing. but the last great fight i actually had was with the deranged council, which was the plague doctor, the hunter and an shield armor guy, all on steroids. was super fun and a semblence of what the game was before hotfix 2
dude, come on, be more concrete, this forum isn’t about “you have to smell what i’m thinking”, it’s about, “this bothers me, my idea/solution for it would be xyz”
A lot of these complaints will carry less weight once the game exits early access.
People think stuff is repetitive because the content we have is limited by design, the game is still in production.
So this is not meant to be the game loop. The game loop will have a lot more area, bosses, and activities spread out, so people won’t be as tired of farming Darak or River Twins pestilence or even Echo Knight for the 50th time, because there will be a lot more variety.
Getting bored is not a flaw of the game. Step back, and wait for the next patch. We are playing with a tiny portion of the content. The map of Sacra is immensely larger than what we currently see.
I agree, in particular I would like a variant of the bosses to be more likely to do some actions instead of others thus modifying the approach to combat, for example: more sweeps means to dodge more often backwards; more lunges means to dodge more to the side; change the order with which member of the brood you face first, or face them together from the beginning and they have only one health bar for both. Or fight two bosses together (who however have less health and hit each other while trying to attack you) as already happens after you empty the dam, if you go down you find two warrick like enemies that fight you together and they hit each other. And similar things not to increase the difficulty but to add variety.
“i think it would be cool if pestilence bosses had some different variants, it would be more fun and many of the games ive played with very similar scenarios massively benefited from it”
Im not one of these people complaining about the pestilence in a shortsighted way seeing it solely from the point of view of trying to spam it endlessly while being at the very end of the campaign, wanting it to be more spammable.
I actually look at pestilence from the POV of someone in a normal playthrough, with lots of areas to go through, lots of stuff to experiment, and with the pestilence as a side thing rather than the sole objective. And i think more variants for the bosses would simply be great in that context, yes
For example, i barely spent much time replaying pestilence, i only really did it like thrice, and by the second one i already really felt like it could use some altered versions of the bosses
A normal playthrough of the game would be in 1.0, with lots of quests and areas to go through, and a lot of days spent occasionally going through the pestilence and fighting its bosses lots of times. I dont see why a a “normal playthrough” wouldnt go through lots of pestilence, nor why someone would fail to remember a boss that is a 1:1 copypaste of the campaign boss
Either way you dont even need to fight them “all” ti be benefitted by this, because this change would apply even to someone who has only done it once, twice or thrice. Maybe the first pestilence outbreak should have the “standard” variant as its just the first time around, but otherwise i just see it as a plain upgrade
They can probably make many different human bosses if you count every armor set so like you dress them up and make them larger and you have the AI randomize the animations it can use, like it could have its own library of animations to pick and choose a limited number?
Hidden-Stats could come from random enchanted exalted gear it has equipped?
No need to change numbers separately for each boss.
Btw you know that you can choose what debuff you get when increasing the intensity of the plague as it depends on what type of item you choose aswell as the order you put them in.
So if you put 2 mushrooms in you won’t get the same debuff if you put in 1 fish + 1 mushroom or if it was 1 mushroom + 1 fish.
(Can’t remember if it’s the last counted or first that counts but order certainly matters)
And yea if you are lazy you can burn your fallen embers or those other materials for an easier boss at highest intensity.
This argument doesn’t pan out when it hurts the game as it currently is. To get more feedback == get more players; the more praise you can heap on the game == more players interested. If we leave some stuff in its mediocre state with the idea it’ll all be fixed on full launch 2 years from now, the game might not survive for 2 years. And there’s no argument for leaving plague bosses as just damage upped versions of their normal fun, it’s not fun. The fact is it would be more fun if they had extra moves, had more unpredictability like 2 daraks with different states, possibly at the same time even.
That is just landing on opinion, though. The content is not mediocre. A lot of people who find it mediocre have been stewing on the game for a fair bit, so naturally it’s boring.
But you’re already getting complaints of people struggling with the base bosses, then others complaining they’re stuck after raising the level of a plague boss and meeting a wall, and it’s clear not everyone is swimmingly strolling through “mediocre” content.
More importantly, design and development are finite resources. When they need to make an encounter designer tinker around with an existing boss, that’s time they’re not designing and implementing something else. They’re already a 90 person team being pushed about meeting deadlines for other features and more content.
The variation would be nice, but it is most certainly a lower priority bonus rather than a necessity.
Features that increase game longevity are great, but the game needs to be established first before you even start thinking about longevity.
of course resources are finite, but that doesnt mean we shouldnt suggest anything other than multiplayer just because its not the higher priority
its not quite like coming up with a new boss, just adding some small little thing on top of the existing enemy that doesnt necessarily have to be the most ideal state of it, just a little remix. and its not like anybody is obligating the developers to do it either
once again, its less so for increasing longetivity and moreso increasing the actual entertainment as a whole
Wanting improvement isn’t “just an opinion” me and azuresh are not asking for more difficult bosses, we’re asking for more interesting bosses. The complaints about mediocrity has nothing to do with difficulty I could care less whether someone is stuck on plague level 1 or 4, or if they’re stuck at all it’s the design of the Plague gameplay loop I want to change. Keep in mind from where I’m standing you’re saying it’s okay that the Plague bosses do not change, you’re saying it is fine that they are recycled one-to-one from story to the endgame grind. You’re saying that for 2+ years as long as it’s fixed at 1.0 it is fine that the plague system has no differences from the progression. That is bonkers I fundamentally disagree with that it should be iteratively improved in EA cuz that’s the whole point. If you think the way the Plague System as it stands right now is the ideal format… I don’t know what to say. We’re not saying push out a massive update right now to change everything but it should be done before 1.0 and frankly hopefully by the next couple Major Updates.
This is also with the caveat that we will be getting more content, but no more story content until 1.0. If you seriously think having Darak stay the exact same through 2 years of players coming in to try is the best route…