I realized that nerfing op builds won't save the endgame

Nerfing overpowered builds would only change the time it takes to kill bosses from fractions of a second to a few seconds. While that might adjust balance slightly, it doesn’t necessarily make the game more engaging.

More focus should be placed on enhancing endgame gameplay. For example, introducing mechanics where endgame bosses enter a "blood lock" phase could force players to engage with unique challenges during the fight. This would make encounters more dynamic and interesting.

Additionally, weaker builds should be optimized so players can efficiently gather resources or tickets for endgame content. This would give them opportunities to face challenging and rewarding boss fights. The boss encounters should be designed to provide a real sense of accomplishment, rather than simply being about defeating the boss in seconds and returning to trade for profit.
Last bumped on Jan 8, 2025, 12:12:38 AM
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Romin#6059 wrote:
Nerfing overpowered builds would only change the time it takes to kill bosses from fractions of a second to a few seconds. While that might adjust balance slightly, it doesn’t necessarily make the game more engaging.

More focus should be placed on enhancing endgame gameplay. For example, introducing mechanics where endgame bosses enter a "blood lock" phase could force players to engage with unique challenges during the fight. This would make encounters more dynamic and interesting.

Additionally, weaker builds should be optimized so players can efficiently gather resources or tickets for endgame content. This would give them opportunities to face challenging and rewarding boss fights. The boss encounters should be designed to provide a real sense of accomplishment, rather than simply being about defeating the boss in seconds and returning to trade for profit.


Hard to get to an OP build when a lot of players can't get over the loading screen or third floor trials because of crashes and freezes. I think they need to focus on those issues before nerfing builds that only like 0.1% are running anyway.

Don't focus on those builds, it will suck the fun out of the game for you.
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Romin#6059 wrote:
Nerfing overpowered builds would only change the time it takes to kill bosses from fractions of a second to a few seconds. While that might adjust balance slightly, it doesn’t necessarily make the game more engaging.


Well beyond that their could be added survival mechanics to uniques or better quality maps that good geared players must engage with to add additional boss time.

I like the idea of forced lock phases tho, to be honest I think its laughable that unique mobs have capped culling/curse limits yet if you apply CC to them they take the full duration and obviously damage during certain phases could be capped, perhaps depending on element or actually requiring a curse/mark from players to drop elemental resistances.
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Romin#6059 wrote:
Nerfing overpowered builds would only change the time it takes to kill bosses from fractions of a second to a few seconds. While that might adjust balance slightly, it doesn’t necessarily make the game more engaging.


Well beyond that their could be added survival mechanics to uniques or better quality maps that good geared players must engage with to add additional boss time.

I like the idea of forced lock phases tho, to be honest I think its laughable that unique mobs have capped culling/curse limits yet if you apply CC to them they take the full duration and obviously damage during certain phases could be capped, perhaps depending on element or actually requiring a curse/mark from players to drop elemental resistances.


Wow, if you mean that different phases require attacking with specific elemental damage, this could encourage players to experiment with diverse builds. Switching weapons to apply curses might even become essential. It could also foster teamwork, prompting players to collaborate and divide tasks strategically.

It would be interesting to see the game go in this direction.

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