I mean that barb reach 130k life (with doombringer probably much more), got tons of dmg reduction and hit like a truck. On oposite you got a sorc that hit around 20k life. So if devs decrease mobs dmg to somethink around 20k it still will be oneshot for sorc and silly dmg for a barb. Imo, the gap between class hp is too high to do it properly. Just post your ideas.
Well, start out balancing that. In general, all classes should be able to reach roughly the same HP, if you go down the paths needed for it. Of course, a ranged character should have worse access to such HP than a melee character (less need of HP when you arent facetanking), but a melee sorc and a melee barb should be on fairly equal footing here.
But other than that;
- You get ~10 potions at the start of a dungeon (Normal, NMD, Pit). Enemies no longer drop potion recharges. Before the boss room you can recharge 5 potions. These numbers are not set in stone. It could easily be 20 potions and 10 refreshes before boss, etc. They should just be limited to a set amount per dungeon.
- Other sources of healing (skills and affixes) either recharge very small amounts of dmg, or are likewise to X number of casts per dungeon/boss. Melee characters (not classes) should have a bit more passive healing, to mitigate normal hits taken while facetanking. But still small numbers.
- Major attacks from enemies (including bosses) are balanced around doing at most 25-33% of your HP pool as dmg on average, for a reasonably build character (note; the dmg is still absolute numbers, not % based on your HP).
- Most dmg sources should deal way less dmg than that even, since you might be expected to take lots of small hits over time. Like most small hits might be around 1% of your HP.
- A character can certainly aim for very high HP pools, but since healing is limited, they wont get that much extra use from it, as it will just be harder to fill up your HP pool again (like having to spend 2 healing potions to fully heal up instead of just 1).
- Death should not come from one random big hit, but from taking too many major hits over the course of a boss fight, or a dungeon, and thus running out of healing potions (or being too greedy and taking too many major hits before you can heal, of course).
The debuff that you get from the uber bosses is basically the only thing that should be able to lead to a one shot IMO. Everything else could be given a damage cap.
Bosses should get more mechanics/combincatoons as you progress through the tier insted of the difficulty being only about number scaling HP sponges one kill etc aren’t fun design.
Also add some tempering manual with damage réduction too.
maybe you know, nerf barb and buff sorc? lol
I could be wrong but seems like the sensible thing to do is nerf 1 shots INTO THE GROUNDDDDDDDDDDDDD and buff monster’s/bosses consistent damage.
to be honest, i think bosses should have a stacking debuff
every major well telegraphed slow attack should apply a stack, and eventually if you keep eating it in the face like a dumb butt you deserve to get 1 shot.
i dont like random 1 shot but if you keep eating debuffs, you deserve to die
For a dps check ya. You should die because you get worn down and aren’t doing enough damage and run out of potions. Like how Diablo 4 was in the early game. Not get unexpectedly 1 shot when everything was going fine. Health pools of Bosses could be lowered a bit as well. Dodging 1 shots for an extended period of time is no ones idea of fun.
Well first, the issue that you describe is a problem in itself…it just should not be possible that certain classess/builds have 100k more HP than others. That needs fixed.
And even if you didn’t want to balance out that issue…you just code the boss damage so that it never does more than 75% (or w/e) of player HP at one single instance…problem solved and no more one shots.
nah that could lead to many cheese tactics
if you have leech or some recovery option and it can never deal more than 75% of your hp, you can simply have like 1k hp and you will be a immortal vs bosses
i think a debuff per major attack is pretty fair, essentially you have a limited amount of chances before you get 1 shot
depending on the length of the fight, or how fast you can kill it, people might go for different route.
say a glass cannon can only take 2 hits before 1 shot, but a tank build can take 10 hits before 1 shot, of course tank build would need to also do significantly lower damage than glass cannon build
honestly speaking we have A LOT of things we need improving, and i am not sure how many of them are even on their radar right now…
Personally done with D4 until they address the one shots. Fighting the spirt caller in pit and have some invincible spirit thing spamming the battlefield with one shot mechanics. Just not fun. I have 55k and have done everything the game tells me to do to max armor/resists etc. Game shouldn’t be spamming one shots at me.