Boss cheesing in campaign.

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In general, I'm of the opinion that the campaign does not need to be made harder, or longer to complete.

However, I think currently there is a loop hole where dying in boss fights can be beneficial during the campaign, in particular for refreshing mana flasks.

The changes that have been made to help eliminate backtracking throughout the campaign have been good. In some cases, it is quicker to die on a boss than push through or portal to town, for replenishing mana, and possible other benefits, which should never be the case.

An example which seems about right to me is Brutus, where you have to walk back through the boss arena, but do not have to traverse a map full of enemies to get back to the fight. Merville on the other hand, you are instantly at the entrance to the arena, and get benefits from these refreshes when dying.

It is an improvement from before, having to travel through the caves to get back to the fight, but there is now no penalty, and a potential benefit from dying in the fight.

Obviously boss layouts are all different, so this is case by case, but I think it is not quite right to have this mechanic as it currently is. I'm not sure what the answer is. I know there are various things that have been applied in ruthless. They are too extreme for the standard campaign, but there should be no benefit, and likely a small penalty of some sort for dying in these fights. Nothing that makes the encounters more laborious, but it should be a benefit to not dying, and having a build that doesn't run into problems where dying is the quickest way to complete the encounter from that point of encountering resistance.


I think you're lookin at this the wrong way - campaign isn't supposed to be terribly difficult, especially early on as you have little to nothing. My newest is currently 95 and she had 30 deaths by level 92. She's over 90 deaths at 95 and that was mostly between the major boss fights and unlocking red atlas objectives. She's doing much more damage than she was but its still too low.

The thing is, its like I'm new to PoE, so despite my knowledge the limitation was a lack of resources, especially as a brand new char in ssf. But, even the newest player has to play campaign, so that means not only will they lack gear but knowledge too. I haven't forgotten that when I started I did have to zerg some bosses, but its still usually smoother to just beat them the first time.

Basically I think you're overvaluing the "benefit", at least from a practical stand point.
Yep, totally over league play.
Nah. Don't punish new players, reward them.

Have any big boss drop a guaranteed levelling unique if they can beat a boss without death for the first time. Give them tools to think about their character and what they can do with the new toy.
And no, those low rarity items are 1 C half a day into the league so it won't affect the market.

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