In Season 5, the developers made World Bosses more resilient to damage. I would like to suggest Tormented Bosses get the same treatment, but would be based on Torment Difficulty. This would make it impossible to one-shot a boss and designed to normalize damage for boss encounters.
However, to balance across the Torment Difficulties, it would have a diminishing effect. For example, Varshan on T1 difficulty, he would only be resilient on his last breakpoint on Boss Health Bar (e.g. red triangle that drops health potions), so burning him down on last phase a challenge, whereas Varshan on T4, he would be resilient across all breakpoints. This would make Tormented Bosses a challenge at higher Torment Difficulties.
I think resilience is just a lazy way to make something boring af. I’d like a real challenge to be honest.
World Bosses are a total waste of time and the fight is lame, Tormented Bosses are a different kind of grind now, they shouldn’t be quick since they are supposed to drop something that is BiS and a simple barrier will not be enough, it will just make the fight slower and not interesting at all.
But as u know for sure this is an unpopular opinion. People wants to clear this kind of content fast and now that mats are plenty it’s quite needed to free space in stashes. So I’ll not be greedy with my wishes and for sure I don’t pretend to be heard since I’m the minority. I’ll be totally fine if they leave it as it is, but I really hope they’ll find a way to introduce some challenge in the future.
Just my humble opinion.
This is almost like timing a fight. I think we have designer problems. Outside of the meta, the bosses are still attempts. Pitching 150 is a big mistake because the game wasn’t designed for that.
Please dont. Instead add a new difficulty Challenge 1 which add the changes you would like but has no effect on drops. Otherwise you are just forcing everyone to play the meta build with 1 godzillion damage.
Ummm, no. Resiliency is a lazy person’s laziest solution to making a fight seem more difficult.
I am only in favour of making Boss fights harder if and only if the associated rewards justify it. Currently, I don’t believe a one in one chance of getting hundreds of the same crap non-GA Unique justifies it.
I mean the tormented bosses do have mechanics, just 1 shotting them ignores most of em. It’s not like they’re difficult to manage, but I don’t think it is a bad idea necessarily. As things stand it’s irrelevant what you do to torment bosses because any build that can clear pit 110 is going to absolutely melt them as is.
varshan has an unavoidable stagger attack. if given resilience and without a seasonal special ability, like this round’s witch power that can clear the stagger (negative effect), most players won’t survive after 4 staggers and will get 1-shot by varshan.
Just no. Why introduce another design flaw (short-changing players on damage numbers) to address an original design flaw (class imbalance)?
IRL, when people sell goods and services (aka products) to you, the product designer has a “vision” on how the product should be used/consumed. They spent the effort into perfecting that consumption experience, and you spend your money to experience that vision.
In D4, the original “vision” of the boss fights is for players to work through the mechanics, and that inherently relies on some “assumed” standard distribution of player damage (you know mean, median, standard deviation, bell-shaped graphs with most people in the middle?)
However, because the class imbalance causes player damage to be 1000-times apart, plus the evolution of the Internet and game-streaming making the best build information totally transparent, the player damage is quite the opposite to standard distribution: a significant population blindly copy meta-builds and they all bunch up in the “Blizzillion” end of the scale (but completely missing the fun of discovering fun interactions), while yet another significant portion of players don’t follow meta-builds and bunch up in the sub-Million end of the scale despite much effort to improve (enjoy finding every bit of improvement but finding the mobs unreasonably tanky).
… TLDR: nobody gets to enjoy the “envisioned experience” of the boss fights because the player’s damage capabilities is bi-polar and different by orders of magnitude.
Solution: FIX THE CLASS BALANCE!! Find some way to make “streamer builds” to be only mid-tier, so that people who copy can complete the game, but “you’re totally on your own” if you want to push the character beyond that.