This needs a rework. Currently it just scales exponentially no matter how much damage you do. I had a few ideas like having Resilience scale down at each Health Marker reached, and/or become diminished when the boss is Staggered.
Right now it’s just “the fight is going to take this long, period”
Better rewards would be nice too. Nothing elaborate it’s just a single item as a weekly cache seems laughable.
This isn’t meant to come off as a flat out complaint or negativity, just sharing an idea before all my usual haters jump in here to harass me. Share your ideas as well.
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I thought the dev team made this change in response to the base stating that killing the WB was too easy and too fast? You want it faster again?
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Not exactly. I just don’t want Resilience negating my damage increase. Currently it exponentially scales so that no matter how much damage you do, it still takes the same amount of time. There needs to be a balance between character progression and Resilience making your damage increase mean absolutely nothing.
See that’s why I suggested having Resilience scale down at each of the boss’s health markers. This way the fight starts slow, but the further along you get the more of your true damage you deal.
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I think the complaint is that it doesn’t matter how much damage you deal so progression feels meaningless.
The correct fix was how Inferno Legion Raid Bosses and Hardmode Guardian Raids were handled in LA. Players have their stats normalized so that it basically puts all players on SIMILAR (not equal) footing comparative to not only each other but the World Boss as well.
This means a max PL player with BiS gear will have a much easier time than a fresh WT4 character but they can be in the same Shard without the World Boss just keeling over, or the alternative, which makes you just wait a timer out for a reward arbitrarily.
This is one of those times when I wish this game was single player because solving this issue for one person is easily doable but for different damage values I would see that being problematic. It would probably have to be inversed scaling where the less damage you do the more damage goes through to a minimum limit. This keeps 1T damage builds from killing everything on sight while also giving the slope required for players to experience their own power.
So adaptive damage reduction basically.
Resilience as a flat mechanic probably has to be completely replaced with something else.
Agreed. Even if it’s not my suggestion having it be a flat mechanic negates player progress entirely.
Well I do hope they come through with a fix for ya. I think you’re right and their first attempt was not well enough thought through.
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What always got me was: Why aren’t every World Boss instance 5 Whispers? An Event that only happens once every 3 1/2 hours has a 24h Whisper Cooldown(per individual WB and each of the 3 count as a Whisper independently).
Brought it up shortly after release. It’s foolish.
The “Weekly Cache” is part of the pre-release design ‘philosophy’ which also included “Farm Lilith Statues EVERY SEASON as a form of CONTENT”.
Much slower game, incomplete game in fact(at launch) and the WB Cache x1 / week is a relic of old philosophy. That’s plainly obvious.
How to fix? I’m long since done trying to help this game with what they did with VoH.
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And this is why blizzard dumbs down boss fights
At the end of they ppl want to kill things in 2.13 seconds…
I’m mixed on this, I like that it takes longer to kill world bosses, and would love to see similar treatment with the lair bosses. I want to feel like i earned the reward by doing the mechanics, not kill them in 2 seconds. Also agree it need some adjustment, to rebalance bis versus fresh character. Not to point that the bosses die to quickly cause of it.
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Except the Bosses aren’t harder, they just take longer to kill. Rewards have not been increased in quality to offset the additional time sink.
There are so many ways that Bosses and Loot can be improved that are already in existence in other games. Blizzard has failed to live up to even their own mantra of “Quality over Quantity”.
Which is why I’m not suggesting Resilience be removed but rather diminish some at each of the world bosses life markers. You know the ones where health pots drop.
I don’t know if I support the greater rewards based on time part because it’s gone from (literally) 2 seconds where some people didn’t even get a hit in to a whole minute? At most? While I can always appreciate more stuff for the horde this isn’t good reasoning for it; I think if we had real time-sink bosses, i.e. bosses that actually wandered the map and took ten to fifteen minutes because they really did have 1Qu HP you’d be right on that point.
I think the big problem is that world bosses don’t feel like they are part of the world. The Realmwalkers felt more apart of the world than the World Bosses do. From Loot 2.0 to Bosses 3.0 I guess.
World Bosses are an after-thought. Blizzard would be better served making them Instanced Based and Queued for like Lost Ark Guardian Raids with Weekly Challenges.
It is hard to have true World Bosses due to the Shard design, lack of group-play mechanics, and the Open World has really little purpose in D4 and you outgrow it quickly.
But instance based bosses are also just not world bosses. I would love to move away from the raid design so I don’t support it but I do admit it’s a valid way to approach the problem. It’s not a bad idea I just don’t like it!
To solve for true “World Bosses”, you’re right it isn’t a fix. It would fix the current mislabeled “World Bosses”.
Diablo 4 unfortunately cannot have true World Bosses for a variety of reasons listed upthread. It would require an entire overhaul to make an Epic World Boss fight worthwhile.
What they COULD do however within the existing mechanics is combine Legion Raids with World Bosses. Rather than run around the map one-shotting stuff, Strongholds would become under attack to where the map changes to reflect an incursion. Players fight off waves culminating in what they now call “World Bosses”.
This fixes multiple issues with scaling rewards appropriately. Player reward would be tied to benchmarks in Waves they completed as well as the Boss at the end to prevent players dipping in at the end for the Boss only. With how Shards work, this wouldn’t be much of an issue anyways.
It was weird while it was an Insta kill during Season of the Bot. At least it was worth doing for the minimal time investment.
It’s become next to pointless in its current form.
Needs work.