Duriel, Andariel, Harbinger not worth doing

My point is not about the “increased difficulty” some forum members seem to appreciate so much, it is about loot quality and efficiency.

What’s the point of extending the fight duration for those 3 Bosses if the quality of the loot is just as bad as what we get from the initiate Bosses? Better make it quick is the result is the same.

There is no Boss specific loot table any more. The same Uniques drop doing the Initiate Bosses.

Belial apparitions are just as rare in the Greater Bosses’ Lairs.

Finally, Mythics, the very reason many do Bosses, have a so low drop rate this season that it is impossible to tell if there is a difference between Greater and Initiate Bosses. I got 4 from Zir, 2 from Grigoire, 1 from Andariel, none from Duriel or Harbinger.

I said it in a previous post, the best class Uniques, one gets them from the reputation caches using the Spectral Ash earned killing the Bosses not from the Bosses.

No wonder, many are selling their Andy or Harbinger mats in the trade chat and many are trying the buy Belial mats. Belial can be one-shot. It doesn’t make sense.

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Blizz already mentioned that the bosses will have updated loot starting from season 9 (whcich means backl to pre season 8 settings). As for the the bosses you have mention, they need to remove the immunity and change it to a barrier to give a fully grown character possibility to one shot it. Otherwise there is no reason to fight them- too much time consuming + still bugged encounter with Andarile one shoting you.

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Just do normal bosses (Varshan, Zir etc.) without invul phases and Belial, I can melt them in 2s while you need to do the waiting simulator with Duriel Andy and Harbringer, not worth it for a few random uniques.

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If Blizz want players to keep doing those Bosses, they will have to change something. It could be the loot tables as you said with Uniques only available from them. Unfortunately, that’s what they usually do when they notice players don’t like some of the game activities. They force players in doing them by putting there items players cannot get anywhere else.

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The problem is DPS is too high

If there’s a 5 sec. invuln. phase you won’t get bothered by it if the fight lasts 2 minutes… The problem is when the fight lasts 5 seconds or less, which frankly should never happen in the first place

The second instance of that same problem is in Pit bosses but exaggerated on the other end - when bosses disappear for a few sec. and appear somewhere else, again, the problem is not the boss encounter (although yes the pit boss fights are terrible by design with long slog and low chance of death), the problem is that that fight is accompanied by a timer

They should completely forego the “need for speed” so to speak and design the game around proper mechanics and strategy, in other words completely erase player’s expectations to “one shot” bosses or kill them in less than 30 seconds or whatever, simple as that

The “loot table” part can be fixed on the longer run so that not only bosses but some “marauder” class mobs like the Hellbournes or Butcher can drop them here and there as well

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It does make the most sense just to do Belial runs, especially considering you can PICK the specific loot drops from Andy, Harbinger and Duriel ANYWAY.

And Belial is easier to kill/faster. Not sure what the Dev’s were thinking about with this “tactic”.

Still, I find it satisfying watching Andariel scream bloody murder when she appears and then vanishes again because my Rouge get’s rid of her stupid Statues so fast.

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The problem is that the game doesn’t support its own premise, which is pretty damn stupid.

The premise here is building and gearing your character to be as powerful as you can be. But we can’t have you being too powerful, we need to include mechanics so your power doesn’t count.

It’s just bad game balancing that requires nonsense like that. The game should offer challenges that organically deal with high levels of player power, or a limit on power levels that work well with the content.

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As long as Bosses are the only reliable source of Uniques, increasing the duration of the fight while lowering the drop rates of Ancestrals to what was have this season is a bad decision.

Who wants to spend 3h killing Harbinger (I did that yesterday) if in 30 min he can get the exact same loot doing Urivar (I did that yesterday)?

Loot was just crap in both cases.

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No one needs long boss fights in ARPGs. Blizzards don’t understand the genre.

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That is a brave statement, I personally don’t like long and hard boss fights. But there are people that like it.
But what makes the boss fights in diablo weird to run right now is.

  1. reward vs difficulty, especially when you can one shot another boss with the same reward as mentioned
  2. the phases are just based on a health threshold, for some builds, is met in less than 1 second. Makes it just feel like a time gate / forced interaction.
  3. when this happens. for many builds, is just just annoying, no feeling you need to survive trough the phase or requires skill to complete it.
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First of all no-one has said this, this is a stupid echo-chamber that comes from streamers and D3 ADHD so to speak… The premise is simple - beat the content or pick a build and get as far as you can

Nothing about “as much power as possible” in there, in fact I’d argue the game should have diminishing returns of power near the end so that people pick a reason to play Alts (as long as doesn’t feel like a waste of time or always the same)

That’s perfectly fine presumption but then why fight for 3h ?, the issue is you have had a large amount of mats accumulated, and that’s a consequence of either of these

1 - you kept all your boss mats so you do all of them only at T4 when fully geared
2 - you got all your gear at max and the only way to get an upgrade being a certain Mythic, which in order to achieve goes back to point 1
3 - the mere fact that you have to do 1 or 2. This is the exact consequence of design for destination as opposed to design for journey, or if you like what I refer to as “reward first” or reward-centric approach (they reduced the point of the entire game to obtain GG loot, which was always bad)

Again, the power at some point HAS TO not count, or at least count less (diminishing returns in other ways)

And the game has to allow place for wiggleroom and adjustments for those that want to “swim into the mud further” (so to say) even if they beat the entire content in the game

You should be the one to be able to “detect” how much you wanna go further (if you have already beaten the game), but the game has to give better alternatives to start an alt (SSF, Brutal/Ruthless mode, choose a starting region, double-XP but no regen, e.t.c.)

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People that like it don’t farm bosses. They play ARPG like a plot RPG.

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The way the game is designed you get the best chance for the best gear when you need it the least.
I mean, seriously, if you are already killing Bosses in T4 then what impactful reward are you actually now hoping for? This may not be Sparta but it’s still definitely madness.

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Exactly, need to shake it up a bit… Uniques could also drops from other sources (marauder class mobs like Butcher), but the issue is again that the game is designed in a way the only way to upgrade your build is to get a better item (or same item with bigger numbers)

There should be a way to adjust in other ways (which is why I keep “screaming” sockets in glyphs and in general = paragon sockets :slight_smile: ), not only would reduce the need to get and obtain a GG item from a boss but would actually give potential to make pit runs more fun in the end

I mean there are/were not one but three threads created today of “what needs to change” in which I said the exact same thing as #1 priority forward:

  • Address Glyph leveling process, improve Paragon, include Paragon sockets

Over and over and over, it is the #1 thing that would address the “staleness” of the game once Pit, MW, and Bosses become the name of the game

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I don’t consider my build fully geared. Every item is single GA and main stat could be better on most of my item. The build is good enough but there are Uniques I could have used for other builds I if they had dropped. But sure, having a Mythic drop is always great but that was not the reason for doing the runs.

The mats had been accumulating in my stash precisely because I was avoiding what I ended doing. I did Harbinger in T3 by the way but just because it would take less time than doing it T4. Did the same with my Andariel mats.

I can agree with you that the design is bad when it comes to Bosses. My point was that is was made even worse this season, while season of the Bosses should have been an opportunity to improve the system.

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Well in that case that’s a different kinda topic

The question is - do you want boss powers to remain a permanent thing in the game, or say something unique that you can’t get anywhere else ?

They could make Bosses drop a new type of Socket, or some unique one-time Tempers

I mean I get it but the time invested to even unlock a boss fight and have it “worthy” means you probably got gear what you want (or nearly wanted) in the first place

Let’s face it, the long boss repetitive run was first of all unnecessary but secondly cause of a simple reason = wanted to spend the Mats… I mean they could make it so that Boss Mats can be sold and get an Obducite for what I know tbh :slight_smile:

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I would have been more than happy to exchange my Boss mats for Obducite.

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Well, thank you for speaking for all the people i guess =)

Or veiled crystals. I would collect boss mats all day if I could feed my crystal habit with them. :drooling_face:

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Well it sure didn’t happen in the PTR. Loot was junk as usual.

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