dungeon bosses !
they are boring - i cant tell u a singel mechanic of any dungeon boss (if they even have any) they are just like normal enemies 2x the size and 2x the health pool - no challange no mechanics just dps and be done with it - thats boring - i think we should get bosses in the style of butcher (difficulty / mechanic wise not copy paste the butcher) in all dungeons - and defnitly a unique boss for each of them with atleast 1 good item which u only can get from that specific boss, so they are actually diffrent dungeons than what it is right now , 5 dungeons per tile set which all kinda look and play identical
2 Likes
This is a problem for sure but the biggest? Not even close while we have these as 3 examples:
- broken aspects and glyphs
- loading other ppl stashes
- repetative boring endgame
8 Likes
I agree on the bosses, the dungeons Iâm fine with for the most part. The Butcher is a good start for a boss, at least he will chase you and actively tries to hit you, most bosses just stand there with a hit every now and then.
To me Boss fights shouldnât be just ton of HP long and drawn out battle but they should be very difficult and require working for it.
1 Like
The Butcher is as 1-dimensional as it gets and serves as nothing more than a gear check, especially for melee characters who do not prioritize DoT and can kite him. If you pass the gear check, you just have to avoid the headbutts which are very easy to dodge and just move away when he gains Vampiric like any Vampiric enemy.
It is not a good attempt at a Boss encounter.
Thats why I said a good start. He needs to hit harder and be more difficult in line with the level and capabilities of the player. But he shouldnât be so hard you rarely beat him either. As opposed to now, with most bosses at least through t35 NM dungeons, you stand there, face tank them and leave. Even the elites are more challenge.
i still have a hardtime understanding who was in that meeting that said yeah thats a great idea, lets have each person load the persons entire inventory and stash whenever they see them in the open world. i wish they recorded all of their meetings just so we could watch that one and see how things went down. i can see netflix making a show similar to Space Force on the Making of Diablo IV
1 Like
I donât care about bosses. They are just loot pinata with longer health bar. What I donât like is the fact that they drop the same exact RNG loot as that barrel at the enterence. Just give me the barrel with a large health pool. Thereâs no difference.
1 Like
I just finished the campaign and I totally agree with you that the dungeon bosses, and the story bosses in general, are completely boring. Itâs probably not the biggest problem in the game (hello itemization and affix clutter) but itâs a problem nonetheless. Bosses are just giant health sponges. All bark and no bite. I beat Lilith and every other story boss on my first try with the maximum number of health globes in my belt when the fight was over. And this was on WT2 difficulty.
Imo the campaign bosses would have been epic if they had half the health but were harder hitting, and required strategy or dodge mechanics to defeat. HC players would hate it but theyâd just have to learn on SC first. For dungeons, imagine if the boss you faced at the end had the affixes of the item power you were trying to earn. That would be quite immersive and logical, wouldnât it? Iâm speaking to the campaign here. I donât know anything about the end game yet.
Facetanking or kiting is literally the only option you have. Increasing his hit points or how hard he hit does not make him âharderâ it just increases the gear requirement, not skill.
A good start would be introducing actual mechanics to the Butcher. Considering Blizzard is missing this from their Core Combat Mechanic Toolbox however, you will not ever see anything actually difficult. It is an artificial form of difficulty much like Uber Lilith. Dull 1 shot mechanics with bad RNG/Hitboxes that appeared in games 2 decades ago - yawn.
Games biggest problem is it is broken and boring. It doesnt do anything new. It isnt dynamic gameplay. I can imagine an entire 4 hour gaming session in my mind and it would 100 percent be exactly identical to the real experience. The games moment to moment gameplay is entirely too mundane and predictable. And easy.
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The biggest for me is the loot. The aspects and the stats constantly useless and lucky me I keep getting the same ones over and over for the last 3 weeks now
1 Like
Yeah dude! Dungeon bosses are the biggest problem in this game!
Fixing bosses will SURELY make the entire game just immediately better.
Compared to bad bosses, I hate those missions in the dungeon even more
Agree with the OP and most of the posters here.
The end of dungeon bosses seem really low effortâŚthey need more character, depth, maybe different randomized abilities to spice it up a bit.
Really makes me appreciate all the different minis in diablo 2 more.
I disagree, Heâs a much harder fight than most of the bosses Iâve gone up against. You canât just face tank him because if/when he hitâs you, his barrier and hp begins going up. Granted as you get better equipment and and level up He becomes fairly easy, but thatâs the fault of the game devs for allowing us to get so powerful nothing can touch us mostly.
Most arpgâs are made that way, because if you canât face tank and demolish everything in the game âit sucksâ. Bosses like Uber Lilith require nothing but learning patterns, and tells, and attacking in between, so they give her 1 shots to make her hard to kill. She does the same thing pretty much that she does on T1 and T2 in the campaign but she doesnât get to 1 shot you, because your a much weaker character at that time. Thatâs not a good fight as far as Iâm concerned. As much as I disliked running into him when I was lower level, He has always been a pretty decent fight, far better than most bosses in the game. Bosses could be developed from that and improved fairly easily I would think. Doesnât mean you couldnât still have bosses like we currently have as well.
@Urza
endgame is boring tho cause the only thing u can do atm is grind uber uniques, which we all know wont ever drop, but if u decide to do it anyways u would do it in dungeons â u would have more fun if the dungeons would be designed with better bosses
loading other people stashes is not a problem by itself but it causes the have limited stash ourself which is the real problem
i dont know what u mean by broken aspects and glyphs ? are there some which are bugged and dont work atall or u just think they are to weak ?
@carrotfeets
even if its not good its better than any other boss in any other dungeon cause they dont even are real bosses just a minion with more health
@boltbane
yea they are right now thats why they need to change - if a boss is a loot pinata it should just be removed - a good boss is a challange rather than free loot
@insidious
yea its boring - so new challaging bosses should fix that
@Writhes
yea it will - 95% of what u do in the game is running a dungeon so improving that part is the best thing they can do to improve the game
@Shadout
i got 1 lvl 100 and 2 lvl 85 characters
i dont know a single mechanic of a dungeon boss
and i dont only play op classes and meta builds and still those mechanics are so meaningless and weak no one ever encounters / acutally has to play them
To be fair, the bosses do have mechanics. The characters are just so ridicilous overpowered now that nothing matters, and we have too much healing.
So as with much else in the game; nerf nerf nerf.
That said, yeah, more could be done. They could give bosses âelite affixesâ too, to spice thing up more.
Also, yeah, more random boss spawns like Butcher.
If I were to define the biggest problems with the game in order of priority Iâd say the following:
1 - (Hopefully S2 will address some of this) Balance between affixes/statuses/mechanics
2 - Ultra repetitive endgame (S2 will address some of this but not enough I think)
3 - Strategic value of mob variations (non-existant, all we have is âIncreased Healthâ, by far the worst possible variation⌠Need âassymetricâ difficulty instead so people feel the differences = increased armor, increased resistances, increased aggression, increased castrate, just by changing that one into these 4 will make the game a lot better I think)
4 - Strategic value of mob clearance (almost non-existant), all we have is places with hundreds of trash mobs with no sense of completion⌠Where it was perceived to lack mobs the proper move wouldâve been to add a bunch of wolf dens, bear caves, graveyards, ziggurats, greater graveyards, bird nests e.t.c⌠and keep the otherwise density LOW(/er/ish)⌠The value of this is diversification of struggle (right now the only struggle in game is not having enough DPS and not being able to win a 1v1 vs level/NMD-tier elite)⌠On the other hand REVERTing mob density increase and add âsummoner factoriesâ to the mix will put a few new wrenches into this⌠All along with a lot more satisfaction of offering players to âclearâ an area - sense of completion matters more than people tend to think
5 - Itemization and affix fine tuning (trash tier => better trash tier, decent => better, good => remain good, supreme => downgrade). Add a few more affixes as well to diversify playstyles of gameplay (high resource bonus, max resource bonus, absorb & reflect damage, e.t.c., not just force people to generate and then spend to kill)
Believed it or not I really do think that thatâs the order of importance of fixing things
Yes, itemization is important but not to change or enrich but rather balance out current existing mechanics
Then next 3 priorities arenât âbuild-basedâ but rather âchallenge-basedâ adjustments (fix mobs and mob clearance to be less stale and less repetitive), and then 5th is to actually improve itemization as is
And boss reworks ?, probably at #6 
1 Like
um what!? You for real on this one?
Example: Aspect of Static Cling makes charged bolt cost more mana
Example: What does electrocute glyph do for mage?? Where are lightning damage nodes within reach of a glyph??
These are much bigger issues than dungeon bosses. Stuff is broken in game. Stuff broken for 3 months or more.
Agreed, During the games development within the last year prior to the games release it almost feels like Activision had enough delays and said roll out what we got, expecting the fans to back D4 enough. The game is way too generic to compete. D4âs end game is boring and nothing to draw an average player back. Talking about D5 already is a big concern âYbarra said fans âwonât have to wait so long between [Diablo] titlesâ and that the developer is working on âDiablo 4 and beyondâ. Fix 4 first? Was D4 just for the true die-hards? I felt like they tired to semi wipe d3 alwayâŚ
There are no memorable bosses other than Lilith imo. Heck it would have been nice to fight Anderial again! But we canât even do that! Even at the end of the dungeon its the same few, (tomb lord) is the only one I can even remember. I feel that dungeons are D4âs attempts at Greater RiftsâŚBlizzard has provided no story why any âbossesâ were there to give incentive why to fight them. D3 did it well with the variations of Hell, sanctuary, cellars and at the end was that particular boss. Even added bosses only available in adventure mode outside of the campagin had some dialogue of their intentions. I canât understand why the Butcher randomly appears in a cellar or dungeon it just makes no sense.
Even the campaign felt it glazed over what was going on or I missed the reasons why so many demons were coming forth. (likely I missed it, I understand the whole lilith thingâŚ) But it could have been way easier to tie in the explaining why the demons were over-running. If all the prime evils have to wait to gather strength to come back throw in more lessers over-throwing the seat to replace those prime evils now regenerating! Bam. Mini bosses. Itâs kind of late now to try to fix this unless blizzard has up its sleeve more story outside of general once a season content that we can only progress through the seasonâs campaign and back to square 1âŚ