Artificial difficulty with some bosses.

I'm not here to deba
Spoiler
te with other players or hear all of the "git gud" comments. I seem to have noticed a trend with later game bosses where the only difficulty in the fight comes from a shrinking arena/area denial plus AoE spams. The forgemaster makes sense, and I'm all for tough fights. From soft makes my favorite games, but their bosses are difficult in a way that seems fair and teaches you something with each failed attempt. My feedback here is that developers should find ways to keep bosses difficult without resorting to a shrinking arena with the boss spamming AOE's. I don't want the game to be easier, but skill based combat should deliver adequate difficulty without so much RNG involved. I've killed the more difficult campaign bosses, but the current formula to make them difficult feels cheap and lazy. Hoping for more unique mechanics in future acts.
Last bumped on Apr 20, 2025, 11:06:13 PM
bosses are fine , and even at the beginning when they were hard.

Its not an issue of bosses and mechanics, its an issue that if your not juicing mf and qty drop by using 5 buffs and 1 hitter type 6 man group, as a solo you will enver get good loot to drop, no mater what part of the campaign or the end game your in.

The game is not a solo game, not even in solo found, a pure juiced looot group can corner the market in every way and no one can compete with that.

This game showcases solo play and solo boss kills and in reality its false advertising.

Just the sheer number of items better than what drops for you on the market proves this.

if your not playing the game with the intent to get items to drop for trade, your loot will never drop and you will never progress.

Even the GET GUD Lovers state go to trade or gamble, they know, that the only way to get good is to buy someone elses drops.
Brewskie

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