Bosses: Big problem IMO, poor design

Either design mechanics that we can interact with (like being able to dodge an incoming attack) or fix your game.

Blizzards message they are SHOUTING at the playing base is: either play these 2 builds or screw off.

You want to fix boss fights to make them actual boss fights? Good, fine. START with actually programming these boss mechanics; boss attacks need to be able to be dodged (get out of the way in time). Fights like Belial that give you a centimeter of place to stand (1/20th of the entire boss area) and 1 second or less to get to that space that isn’t even visible to most players because they designed the boss-attack visual ques to be basically invisible? Not just that, with 200 movement speed it isn’t even possible to get from one side of the map to the other without a skill like teleport. I couldn’t even do it with leap because when the player lands, the game freezes your character in place for an entire second, not allowing you to move. These types of interactions need to be 3x longer in order to even be considered to be part of the game. It’s poor programing and design like this on nearly every boss in the game that needs to be completely reworked before you can consider the changes that were put forward.

Harbinger doing instant attacks for example with not EVEN a second of visual que (jumping through a portal to insta one-shotting playing on WT 3 that have 70% total general DR, 16k health, full 16k barrier and fortify) and full tempered gear from WT4)? Does this stuff even get tested?

Too late now, poor decisions with poor programming and poor mechanics ruined the game.

The next steps should be nerfing bosses being able to hit for more than 10k base until the devs go in and re-work boss mechanics, ques, visual pollution, damage, amongst dozens of other issues with these fights.

If you want players to fight tough bosses with mechanics, you need to make those mechanics to begin with. Having bosses insta one shot players with no way to interact with their mechanics is nothing more than pathetic.

Yes, I am a diaper baby that over exarates. Just nerf the one-taps to 10k and below (after considered average formula used w/ DR etc.) i.e. doesn’t one tap you any more. I think 16k HP with 65-75 DR, full barrier and fortify with everything capped shouldn’t be one tapped. One tap the ones still building toward ‘final form’ so the ones with ~10-12k hp and similar situation with 40-50ish DR get one tapped still but after pushing through all that? We don’t need these lillith one taps on Bosses we are meant to farm and already have to sit through forced phases on the fights, which I very much dislike personally. If anything is ever meant to be a ‘farm’ in a game, the more time you waste for players (boss phases with any downtime outside of 1 second), the more that activity becomes un-enjoyable and if a farm is meant to be a major activity to search for mythics and such, adding forced down time each fight is a big nope for me and I’ve lost interest already.

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As long as bosses are a farming activity, people will farm them. The first rule of farming is killing efficiency.

Minionmancer, apparently B tier this season. t4.

please tell us more about poor design, programming mechanics etc etc.

fix your armor, get it capped, as well as you resitances (Yes, even below t4) - also have more than 2k Max life ideally.

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I haven’t tried the bosses in s8, but bosses have never been much fun for me in this game. Aside from Lilith in s0/s1.

The boss design could do with an overhaul. The individual bosses and the system that is supposed to tie them in with the endgame loop.

Everything is capped. 72% all elements, (edit: forgot decimal) 1.5k armor in WT 4. 16k barrier, 16k HP, 16k fortified. I’m saying bosses even 1-shot in WT3 with a character that shouldn’t even take half HP from an attack.

are we telling porky pies?

15k armor?

Anyway, im doing t3 bosses with below max resistances, 1k armor, and currently 9k max life. no one shot there.

t4 bosses are of course rough, but even there im not getting one shot currently, unless i mess up.

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And I think that the OP is right. The battles are conducted on the server side and in most cases when boss start the attack animation on the client side, the boss is already performing an attack on the server, also take into account that some skills like teleportation are performed with a second delay and this is a guaranteed Oneshot.
The oneshot mechanic should be disabled until the current problems are solved.

  1. server>client delay.
  2. delay or lagging of evasion skills.

In addition, your build is far from level B. The minion necromancer can move freely while the minions are attacking the boss, he does not need to stand still like a sorcerer. He surpasses sorcerers in damage in any case (one could say all of them).
And our friend with the Barbarian was unlucky because of the problems that have been known since season 3.

P.S. The boss’s one-shot ability’s hit zone shouldn’t be 80% of the available zone, but in this game it’s often 99%.

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so far the minionmancers are complaining tho… Now that im showing off a little they are “far from b tier” ;)?

About the delay thing, yea, thats of course a thing, but we arent talking about a shooter here where micro decisions are important.

huh? no sorcererc dont need to stand still? i mean, do you refer to the casting animations? well, necros have them too.

k, you are joking for sure. 99% of the available zone? i can only repeat myself, overexaggerations dont give the point you are trying to make more weight.

only boss id ALMOST agree with right now thats a little “too much” when we are talking about covered ground, is andariel. even here we arent talking about “99%” tho.

D4 spoiled its players. Bosses were mere elites thatd die instantly. Glad to see that this is course corrected now. Eventually some boss abilities do get some balancing, dont get me wrong, but its about time that d4 actually gets at least a small bit of a difficulty.

I have not played for other classes except for the sorcerer, so when I met necromancers at any events, then YES. Necromancers have always significantly surpassed sorcerers in both survivability and damage.
So if we take third-party assessments of class levels, then it is most likely sorcerers who do not reach level S, and so that they would not be offended, a separate league was introduced for them.
If we measure from the weakest, either more gradations of power are needed, or not only pure damage is taken into account.

From the very start of the game it was obvious that the sorcerer must be standing for the skills to be launched. You don’t even read the patch notes. Only in S7 did the sorcerer get a unique item that allows you to cast ball lightning without stopping. The meteor animation is more than a second, the character does not move the entire time. The ball lightning animation is almost a second, the fire wall is almost a second, the blizzard is about half. The only animation of the lightning spear takes less than 1/4 of a second, so it can still be cast on the move.

Yes. More than 20 attempts to pass Uber Lilith in different seasons. Since the speed of movement was not a priority, I tried to study the dead zones of one-shot mechanics, and found that in some cases there are almost none. That is, in these cases, the attack itself covers all 100% of the zone and you need to move between the attack zones at a certain speed in order not to die. Usually, if the attack is 100% lethal, there should be islands of safety in which you can safely be until the end of the animation in order to create a chance to win even if you are losing the battle in time.
Let me remind you that in Dark Souls you have a blocking mechanic, which also gives additional chances to survive, and the battle takes place in slightly different conditions.

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Ignore this guy.
He’s a very well-known fanboy here on the forums. His job is to spend all day doing damage control on the stupidest and most horrible decisions that the devs make every day with Diablo 4.

Resistances capped with elixirs and incense, 1.5k armor, 2k HP + fortify

T3 and bosses like herald, gregoir or even Belial (final form) one shot me.

And im talking about meele and normal attacks, not even their finishers which I could understand but even those are bad designed.

So its not only a “git gud” scenario, bosses need to be adjusted and have a little more mechanics that only one shot.

I would be glad, but he needs to let himself be trolled.
But seriously - this is an old argument about the dumpster fire. I’ve seen a lot of these fanboys since season 0. Most of them are so in love with the game that they haven’t appeared for over a year. This one is really more stubborn.
But denying the problems is not the answer, you need to accept them, try to fix them and move on.
Not seeing the problems does not mean loving the game. And he is probably one of the most ardent haters of this game, seriously.

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Do bosses have their hp multiplied in group up?

If you believe the developers, then yes, although I am sure that the opposite is true.
Very often, developers resort to such a trick and make the amount of health for a single player significantly greater than for a group, in order to force players to group up. And since we cannot enable a digital display of the HP value, we simply do not know.
In extreme cases, the developer will refer to it as an unnoticed error in the code.

Yes. It’s a 1x multiplier per player.

I got the new unique sword for necros, on my minions, i equipped it, and instantly went from killing lord zir in about 15 sec to 45 sec.

And my build is a minon/army of the dead build. So… they kinda missed the mark on this on… by alot.

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Everytime I see a boss thread I already know you’ll be in there defending their dog water changes trying to make it seem like they are hard and people need to get good. These bosses are were made annoying for no reason other than to be annoying. If they came out this way no one would care but randomly swapping them in s8 with same rewards is dogwater. There is absolutely nothing hard about them.

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Do some T4 Bosses, then we’ll talk. One shot mechanics are a bad design in a game that skews toward the older and thus less agile population.

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You said you fortified, means you are playing Necro? Isn’t Necro has blood mist which let you dodge the one shoot mechanic? For Harbinger, the one shoot is not from the boss jump at you unless you have a squishy character. The fire beam from the mirror is the one doing all the damage. The fire beam is predictable and you have a short while to cast blood mist to dodge it. You can dodge the next fire beam while blood mist is on CD by stay from from the mirror which shoot them or pro-actively destroy the mirrors. The first fire beam happen around the time the boss jumped at you, and gave you the illusion you get one tapped by the boss. It is all about analyze the boss mechanic and understand what really killed you.

I have solo all boss in T4 with Necro, I don’t put any DR other than the one from skill tree. Has no issue with any boss other than the delay from their invulnerability phase, which is annoying.

Didn’t fight all and fought some, same issue/problem as I mentioned before

Fights need consistency on behavior

Sometimes a shrapnel lands before the animation and deals KO damage, sometimes get hit for real and survive… Also there is too much scaling (at Torment 1 had like 1.9k HP, now have 3.4k and don’t remember really changing anything

Frankly IDK how did I get so much HP (I think I got a GA amulet with Max Life roll), which gives the second point… TOO MUCH HP rolls therefore too big swings in survivability (HP especially) come from gear I think :thinking:

If they want to have those big jumps of survivability on gear I guess that’s the way the want it but personally I’d nerf that and then “smooth behavior” a bit

Add perimeter penalty of AoE attacks, more debuffing on smaller attacks, better CC buildup for the Stagger builds and a short but still existant Enraging phase

That IMO would do it… IMO perimeter penalty is a given, can’t take the entire damage if just hit by 2 pixels at the edge of things

But then again - in order to smooth things out also need to reduce too drastic HP swings that come from gear (gear shouldn’t necessarily be the difference between having like 2k and 5k and 8k or even at some classes 15k HP)

That (IMO) is just too much survivability scaling/power that comes from gear exclusively

EDIT: turns out it was a 2H crossbow which gives 1.4k HP (I mean that’s just too much for one item regardless of what it is), now having 5.8k HP b.t.w., case in point