Buff Bosses For Engaging Battles

The bosses are weak and are amongst the least engaging battles in the game. For Patch 2.5, I strongly urge the developers to consider a modest buff to boss survivability and improved abilities as follows:

Blood Raven

  • Will now cast single-target Amplify Damage more often on players
  • In addition to Fire Arrow, will now cast Cold Arrow (N), Ice Arrow (NM), and Immolation Arrow (H)

The Countess

  • Can now leave chamber she spawned in
  • Will now cast Fire Wall on players and not just to block entrance to chamber
  • Increase number of her minions from 6 / 7 / 9 for each difficulty to 8 / 10 / 12

The Smith

  • Will now always have Extra Fast modifier in addition to Extra Strong (harkens back to the Butcher)

Radament

  • Increase damage of Poison Breath
  • Add Horror Mages surrounding him
  • Will now fire Unholy Bolt projectiles, similar to Greater Mummies

The Summoner

  • Will now have 75% Magic Resistance
  • Will now cast Shiver Armor for defense
  • Will now cast Teleport for mobility
    • Note he has unused animation where he raises his staff and glows with energy, which was meant as a teleport animation as unused effect is called “summonerteleport”

Guardians Of Mount Arreat

  • Players will no longer be able to re-roll the random modifers by using a town portal (bound to map seed)
  • Korlic now uses Leap Attack as an actual attack and not just for mobility

Izual

  • Increase chill duration of Frost Nova
  • He will now gain 1 random modifier in Nightmare and 2 in Hell

Andariel

  • Increase projectile speed of Poison Spray
  • Make her tankier, increase life by 30%

Duriel

  • Will now use Charge attack once again, but movement speed will be slower
  • Fix issue so character no longer gets attacked during loading screen

Travincal Council

  • Increase damage of their pink lightning melee attacks

Mephisto

  • Will now cast cold/lightning spells more often and physically attack less often
  • Flying and not impeded by obstacles. With this change, ensure loot will be dropped to nearest platform area

Diablo

  • Significantly increase damage of Cold Touch, a melee attack that chills player
  • Will now cast Bone Prison more often on players trapping victims, but HP of Bone Prison will be nerfed to compensate
  • Fix diablo on nightmare/hell difficulty red lightning hose not inflicting any damage to characters in melee range
  • Increase his Magic Resistance in Hell Difficulty from 0% to 33%. His Magic Resistance in Normal and Nightmare Difficulty will remain at 0%

Lister the Tormentor

  • Will now always have Extra Strong modifier in addition to Spectral Hit
  • Increase his Magic Resistance in Hell Difficulty from 0% to 33%. His Magic Resistance in Normal and Nightmare Difficulty will remain at 0%

Baal

  • Will now cast Festering Appendages and Hoarfrost more often
  • Fix issue of Baal casting only mana burn spell when slowed
  • Clone will not despawn when player goes to town and not distinguishable by “Demon label" being offset
  • Increase his Magic Resistance in Hell Difficulty from 0% to 50%. His Magic Resistance in Normal and Nightmare Difficulty will remain at 0%
9 Likes

Lol the summoner is hilarious. He needs a buff.

6 Likes

Blood Raven

  • Will now cast single-target Amplify Damage more often on players
  • Will now cast Cold Arrow in addition to Fire Arrow

She’s now alone in the burial ground, zombies and skeleton periodically spawn from the nearby tombstones

She also uses immolation arrows

The Smith

  • Will now have Extra Fast modifier in addition to Extra Strong

Now also summons flying scimitar a

Radament

  • Increase damage of Poison Breath
  • Will now fire Unholy Bolt projectiles, similar to Greater Mummies

No more surrounded by a moshpit of undeads, instead the room is filled with sarcophagus that periodically spawn skeletons and putrid zombies

The Summoner

  • Will now use Teleport for added survivability
    • Note he has unused animation where he raises his staff and glows with energy, which was meant as a teleport animation as unused effect is called “summonerteleport”

Now has 7 summoners when you arrive, all 7 have the same life and deal damage, but only 1 is the true summoner… like the tombs

Guardians Of Mount Arreat

  • Korlic gets full benefits of Leap Attack
  • Talic damage on Whirlwind increased
  • Madawc now has chance to cast Battle Orders in addition to Shout

Korlic now has frost nova on landing
Talic has Blaze
Madawc has fanatism aura

Izual

  • Increase damage of Frost Nova

Now uses dragon flight

Andariel

  • Increase projectile speed of Poison Spray
  • Make her tankier, increase life by 30%

Now uses poison explosion to benefit from all the adds around her

Duriel

  • Will now use Charge attack once again

Will be slower but charge more often

Mephisto

  • Will now cast cold and lightning spells more often and physically attack less often
  • Flying and not impeded by obstacles. With this change, ensure loot will be dropped to nearest platform area

When half hP, now calls forth all the monsters you have not killed in the area

Diablo

  • Significantly increase damage of Cold Touch, a melee attack that freezes player
  • Increase his Magic Resistance in Hell Difficulty from 0% to 33%. His Magic Resistance in Normal and Nightmare Difficulty will remain at 0%

Also, when you seal pop, the monsters that died from it are spawned back around Diablo’s pentagram with extra life and damage

Baal

  • Will now cast Festering Appendages and Hoarfrost more often
  • Clone will not despawn when player goes to town and not distinguishable by “Demon label" being offset
  • Increase his Magic Resistance in Hell Difficulty from 0% to 33%. His Magic Resistance in Normal and Nightmare Difficulty will remain at 0%
    [/quote]

Yeah, and then if he kills you when you are frozen, you should shatter into ice cubes like the monsters do when they are frozen!

4 Likes

My issue with these is they are too simple. Making them one hitters and meat sponges isn’t that fun to me.

Why not more dynamic. Random ideas would be a Diablo seal can or does periodically refresh causing diablo to take 1/3 less dmg until the new sub boss by the seal is killed and unlocked again. Or blood raven can pop caskets out of the ground similar to mummy boxes and start popping out baddies.

Armourer can stay like you want, that guys was always supposed to make you poop at sound of his voice.

Dunno I dislike harder hitting meat sponges over more dynamic fights. Probably why D4 is trying to add more interesting situations.

2 Likes

Completely agree that bosses and monsters should receive buffs/nerfs along with the players.

Even in games like LoL, the Dragon and Baron were never ignored and this made the game a lot more interesting over time.

For starters I think they should make it so ALL bosses have life regen when the player is out of combat in HELL MODE (the highest difficulty).

And off the top of my casual head:

  • Andariels poison missile (that small one she shoots) should DEAL DAMAGE, and should be fired more often.

  • Diablo should bone prison from ALL RANGES and his electric attack shouldn’t bug from close range (right?)

and I have no idea how the boss melee works (crushing blow, deadly strike, etc), but I don’t think the bosses should ignore the rest of their kit in melee range:

1 Like

Added more to the list…

The Countess

  • Will now cast Fire Wall on players and not just to block entrance to chamber
  • Increase number of her minions from 6 / 7 / 9 for each difficulty to 8 / 10 / 12

Travincal Council

  • Increase damage of their pink lightning melee attacks

Lister the Tormentor

  • Will now always have Extra Strong modifier in addition to Spectral Hit
  • Increase his Magic Resistance in Hell Difficulty from 0% to 33%. His Magic Resistance in Normal and Nightmare Difficulty will remain at 0%
1 Like

Speaking of countess

D2R releasing as a graphic remaster should have gotten all super uniques their own model

I mean back in 2000 countess was made a Hunter with different colour because they were short on time and prefered to focus on gameplay

But for D2R they had no excuses

Countess should be in a bloody dress

Rakanishu should be full of static electricity

Treehead wood fist should have a tree head and a food fist

Etc

6 Likes

I actually agree with you there. Some of these super uniques could have gotten some new facelifts.

Also +1 for a suggestion that is actually a gradual nice one.

2 Likes

Most of this really doesn’t do anything to make the bosses more “engaging” and instead just adds sponge mechanics and encourages MOAR and FASTER dps (see players x online argument vs build diversity decrease). More engaging would require coding different mechanical behavior and/or actual mechanics in dealing with the fight ala mmo style. All most of this stuff does is gate progression behind a stat wall and forces more grinding to get to the end point, where you farm for more and perfect gear.

Stuff like this is better suited to a new difficulty, a mod, or a new uber styled series of fights and pretty much just cancels out most of the balance changes we have been receiving to bring up lesser builds, only to yet stomp them out again. If you really desire more challenge, play Hardcore SSF with lesser used and weaker builds, perhaps not even bring a merc. Maybe even play Offline with difficulty slider to push your skills further.

Remember, stuff like this also affects Hardcore play, which has already a limited player pool (I don’t play it myself), as well as the fact that Diablo 2 is mostly a solo game. Screw over the balance too much in the name of challenge, you screw with solo viability.

4 Likes

:-1: :shushing_face:

Very interesting. If the devs are reading, this would be something worth looking into.

Amazing idea :+1:

I can’t believe the original devs just made her shoot a bow. The Forgotten Tower should have lot more significance. As should the summoner.

1 Like

Like all the changes actually, except maybe the ancients.

  1. Talic’s WW is already extremely deadly, no need to buff it even higher.

  2. They are kind of already big damage sponges so Battle Orders will make the fight a drag

  3. Instead I recommend fixing the cheese strategies.
    3.1. Make their random modifiers bound to the map seed. I.e. one shouldn’t be able to reroll them with a town portal. Want to reroll them? you’ll have to explore the ancient’s way again (speedrunnners will thank for this :laughing:)
    3.2. Increase their awareness so you actually have to fight all 3 at the same time.
    3.3. While it’s already quite hard, maybe fix the Talic’s AI not WWing on you when you stand on the very edge. He could WW you on a tangent.

Additional suggestions:

  1. Radament on NM & Hell could also use a couple more ice horror mages alongside him. All cold immune, even on NM - not shattering them.

  2. Izual, Summoner - give them modifiers like other super unique monsters! Also I’d make Summoner immune to magic, for giggles

  3. Fix Baal becoming a dummy when slowed and only casting the mana burning spell.

  • Significantly increase damage of Cold Touch, a melee attack that freezes player

Please no freezing the player tho :laughing: chilling only

1 Like

I respectfully disagree, the proposed changes is simply increasing the effectiveness of their current abilities, movement, resistances, etc. (except adding teleport to Summoner), so the core gameplay of the bosses remains largely unchanged. Requiring these boss changes to be apart of a new difficulty or mod is unwarranted as I’m not proposing drastic changes to the player experience.

1 Like

We’ve already seen how this scenario plays out when you keep making monsters stronger. 1.10 did it with D2, D3 did it with Monster Power and it’s evolutions. You push players to funnel their build choices into smaller pools of viability. This isn’t making the bosses more engaging, with dynamic mechanics such as phases where certain mechanics need to be followed or you wipe. It’s just a numbers pump mostly to make them stronger by adding more this, more that.

2 Likes

Giving Summoner the ability to teleport, Duriel the ability the charge, Countess the ability to cast Fire Wall on players, having Mephisto flying to prevent killing him with impunity (moat trick) is moving towards engaging boss battles. I purposely avoided changing boss mechanics significantly to not impact the player experience.

But what if altering the mechanic improves the players experience

Like, to be honest, the summoner is the most lacklustre “boss” encounter in the game

He’s super fragile… it’s super boring

But understandably so, he’s a sorcerer

But making him spawn alongside 6 copies of himself would not only keep him thematically fragile but make him tougher . And all this in accordance to the theme of the boss “summoner” and the theme of the content he protects “7 tombs, 1 real, 6 fakes”

So by changing how the boss works you can make it better for the game lore and better for the player at the same time

Those are great suggestions and should be implemented, especially the Summoner being immune to magic! :slight_smile:

I agree in principle and think your idea of him spawning with 6 fake copies of himself is a cool idea, but see how hestiate the developers and community are in general to significant changes to design and mechanics. If everyone supports changes like this, then make it so.

While I’m not keen on tele due to melee needing to chase when it’s already less played than casters, I’m talking about all of the MOAR dmg, MOAR healing aspects. Not more engaging when it’s nothing more than a stat wall, forcing a longer encounter and requiring a few more pots.

Here is the problem loop…buff weaker classes, wahh game is boring buff monsters . Wahh game isn’t balanced, buff skills again, wahh game is boring, buff monsters, endless cycle.

I really wish they’d get a teaser up on their direction for the game. It really seems anymore all people keep doing is suggesting wish list changes just for the sake of change.

1 Like

That’s the whole point of his character though.

If you listen to all the dialogue as well as after you kill him…

“Poor wretch”