Bosses should not have ES (or the recharge timer mechanic should not be the same as for players)
Maybe not all bosses, but by that I mean, the ones that have millions HP and enough abilities/immune phases to prevent you to hit them consistently.
For context, I just watched Ben fight Uber Sirus in the gauntlet, and instead of having to get his HP down, he had to get his HP down PLUS at least 50 times the ES bar that kept regening because he had to move or Sirus getting an invuln phase. And I mean, yeah Ben can survive that, but it probably happened to everyone in the game and it makes no sense. (I had myself plenty of those with the Delve ice boss in a zone with the ES mod, which phases a lot during the fight) I understand ES can be a cool mechanic on bosses (where you want to kinda "force" the player hitting consistently to prevent ES recharge), but the same recharge timer as players is ridiculous. Last bumped on Aug 5, 2025, 10:14:13 AM
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+100
On some bosses with immune phases it increase time not by 2x, but by 50x Delve bosses especially annoying, because you can't reroll it. Last edited by felix0808#2550 on Aug 5, 2025, 3:08:11 AM
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Agreed, it's silly and unfun.
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I do not and will not use TFT. Gaming Granny :D 🐢🐢🐢🪲🪲🪲 @xjjanie.bsky.social |
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I think it is ok. Maybe it needs to be jigged a bit to give the player a bit more ways to counter it. I have not seen the footage you are speaking of but gauntlet is an extreme version of the game. Certainly ES on bosses can be difficult, but I think what you are pointing out is not a problem with ES, but rather with bosses having immunity phases. I don't think bosses becoming immune is a particular good thing.
In some cases it works ok, but often it is gimicky. Perhaps where it is happening a set amount of times in the fight, like 3 sections, it is not too bad, but if it is something that loops continuously and becomes a dps check it is not great. In those cases, the recover mechanics should probably be prevented while the boss is immune. Kosis is a bit of an example of this. There is no real counter to the looping recharge that I am aware of except for dps. I think it is okay in that case, because it gives some difficulty to the simulacrum, but in general, I think there should be ways of tackling the mechanics beyond just a dps check. |
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" I don't think it's ok. I experience this so many times... elder elecrto guardian, shaper chimera guardian (though this two seems fixed now). Aul in delve. And in this league trivial for my char 1min Sirus fight become 15m struggle for no reason. If i remember correctly, same for T17 expedition boss, i just can't kill him and leave a map. This was especially frustrating, when i was less experienced and my builds barely have one million dps. |
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You can roll the mods around that for most of them though can't you? Aul no, but that is part of Aul, you sometimes get hit with rough mods. With that fight I tend to agree with you, if he is getting full recovery every time he does the central cocoon immunity thing and you can't interrupt it, it is pretty unfair. I haven't encountered this problem with Sirus myself. I think if they recover 3 times per fight that is fine. You are pointing out a lot of fights where they can do these phases infinity though, when not being dps'd down fast enough. I agree with you on those.
I do tend to avoid this mod on bosses if I can, but I'm actually more concerned about having consecrated ground. I know there are probably more counters for that, but if you are not fully countering the healing, they go stand in it and heal to full and its hard to keep them off it. Getting the maven healing is similar, just becomes a dps check. I would be onboard with something you are suggesting that the immunity phase should not be a chance for the bosses to get back to full ES. I don't think altering the ES mechanics itself is need though. So either they don't recover when you can't interrupt it, or just less immunity phases. They could have it where you can still attack Aul while those phases are happening for example. I think this is how they are adding difficulty in some cases, since a lot of builds are basically immortal while leeching. I'm not particularly onboard with phases where you take damage and can't do damage though, or mechanics that block all player recovery. Exarch balls and Maven beams for example. I think these immunities is GGG's way of adding difficulty, that overcomes player recovery. I would prefer them not having the immunity and coming up with something else. Some of the fights are difficult even without these mechanics. It largely does relate to dps though, all of these recovery make the fights exponential longer as damage gets less. I'm in agreement that the penalty for having less damage should be a bit more linear than exponential. The penalty for less damage is already that it takes longer and you have to complete mechanics for longer. I don't think it needs to go further than that. Last edited by Belegur85#5784 on Aug 5, 2025, 10:22:23 AM
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