Bosses are trvialized now

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Its because its complicated, and when you are talking about a specific element of gameplay your chops will get measured as to how valid your opinion is. Now obviously opinions are valid without killing them but i think its pertinent all the same to have done all the bosses.

I get desire to make them harder but I kinda apply it myself by playing mostly ssf and off meta where things are still a good level for HC as it is.

Do I think they need to be harder? Not really, if meta build players want them to be harder they need to bop the top 10% of builds or w/e on the head rather than making the bosses harder or all they are doing is filtering the players down more than they already were.
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SerialF#4835 wrote:
why the hell are people getting mad about his message


You can't present an uninformed opinion as fact. That's ridiculous.
Never really cared about "bossing" in any game, and games that revolve around "bossing", like PoE2, Dark Souls or whatever just isn't my jam - usually - there are exceptions.

But... What I like about PoE, is more or less everything, but bossing. Sure, some bosses are cool fights, sure, but what do I spend most of my time doing? Mapping. Increasing the length and effort needed on boss fights would just subtract from my "fun time".
This isn't even a matter of OPs achievements but of what i'd expect to be common sense.

It' makes no sense whatsoever to go and complain that the tutorial is too easy when you haven't even beaten the actual game. And asking to make the tutorial harder makes even less sense, it's only going to hurt new players and POE is hostile enough as it is to beginners. People with thousands of hours of experience complaining that the campaign is too easy is just ridiculous. Obviously the easiest part of the game (and it's the easiest part for good reason) is easy for year long veterans. There is plenty of content for veterans so why not focus on that.
Last edited by Baharoth15#0429 on May 15, 2025, 4:24:37 AM
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It' makes no sense whatsoever to go and complain that the tutorial is too easy when you haven't even beaten the actual game.


Maybe that will suprise you, but exactly same thing happened in Last Epoch recently. People started "new league" with most busted class (Void Knight/Paladin) reached normal echos (which would be comparable to white maps in PoE) and complained that the game is too easy.
OP, while I kinda understand what you want to say, but making bosses uber hard is not an answer either. Never actually understood this masochism thing :D

If for example map completion would not be tied to bosses, I'd say to GGG "I'm OK if you make bosses Dark Souls style", for people who want challenge.

! IF you make bosses too hard, and since we know that meta exists and a lot of skills are poorly balanced, then even less builds and skills will work against bosses. It will be especially bad for newer players or players who don't follow meta. ! (at least this is how it looks to me)

I think GGG first would need to make proper balance/re-balance of all skills and maybe supports even (but that's probably impossible). I definitely would not like if GGG would make bosses uber hard and not balance underused and under performing stuff. It would only cause new problems.

Also, just challenging bosses for the sake of a challenge feels like an empty change, I guess they would also need to improve drops.


PS regarding tutorial - Why the hell would you make it hard? It's meant to show you the ropes and not straight out murder you. Definitely no reason to make it hard.
New mute system is terrible - no trade...
Last edited by y3lw0rC#4020 on May 15, 2025, 7:09:50 AM
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Never really cared about "bossing" in any game, and games that revolve around "bossing", like PoE2, Dark Souls or whatever just isn't my jam - usually - there are exceptions.

But... What I like about PoE, is more or less everything, but bossing. Sure, some bosses are cool fights, sure, but what do I spend most of my time doing? Mapping. Increasing the length and effort needed on boss fights would just subtract from my "fun time".


Actually, I kinda share this opinion. Somehow hard and prolonged boss fights at least in my opinion, never felt right in ARPG games to me. But I guess this is a matter of perspective.

I especially dislike these eye toxic phases, when you don't even understand what's going on on the screen with all the chaos and millions of colors and effects and crap in the air on the ground and these rainbows all over the place. Literally eyes are being murdered.

I'd rather in case challenge is needed would make bosses more fat maybe, deal more damage, have less fancy vomit on screen attacks/phases and abilities and be more straight forward. This whole vomit on screen is annoying.
New mute system is terrible - no trade...
Last edited by y3lw0rC#4020 on May 15, 2025, 7:27:36 AM
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y3lw0rC#4020 wrote:
Actually, I kinda share this opinion. Somehow hard and prolonged boss fights at least in my opinion, never felt right in ARPG games to me. But I guess this is a matter of perspective.

I especially dislike these eye toxic phases, when you don't even understand what's going on on the screen with all the chaos and millions of colors and effects and crap in the air on the ground and these rainbows all over the place. Literally eyes are being murdered.

I'd rather in case challenge is needed would make bosses more fat maybe, deal more damage, have less fancy vomit on screen attacks/phases and abilities and be more straight forward. This whole vomit on screen is annoying.


Yeah... Don't get me wrong here, as I do think boss fights belong in ARPGs. But in my eyes, ARPGs are (should be) all about gear and builds, and I've always felt that boss fights in ARPGs should test your gear and build more than they should test your skill, but at the same time make those fights possible through skills with subpar gear.

I think PoE draws a nice balance here; you can overlevel, overgear and overprepare to the point where boss fights become trivial, which I think is fine. But in addition to that, there are still boss fights that require you to react and learn some patterns unless you have "perfect" gear. There are also fights that you can do with subpar gear if you're good at the game and knowledgeable.

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Yeah... Don't get me wrong here, as I do think boss fights belong in ARPGs. But in my eyes, ARPGs are (should be) all about gear and builds, and I've always felt that boss fights in ARPGs should test your gear and build more than they should test your skill, but at the same time make those fights possible through skills with subpar gear.

I think PoE draws a nice balance here; you can overlevel, overgear and overprepare to the point where boss fights become trivial, which I think is fine. But in addition to that, there are still boss fights that require you to react and learn some patterns unless you have "perfect" gear. There are also fights that you can do with subpar gear if you're good at the game and knowledgeable.



Excellently put. I like that I can gear up for Maven and my gear makes a difference. Yes, I have to "do the fight" but it is so much easier with a ton of damage and good defences. I will never be able to do it, like some can, in campaign rares because I will make too many mistakes in a long fight. That is fine too. I like that some people have made builds that can tank the memory game. I have had an armour stacker that didn't even notice Shaper slams, that was fun.
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y3lw0rC#4020 wrote:
Actually, I kinda share this opinion. Somehow hard and prolonged boss fights at least in my opinion, never felt right in ARPG games to me. But I guess this is a matter of perspective.

I especially dislike these eye toxic phases, when you don't even understand what's going on on the screen with all the chaos and millions of colors and effects and crap in the air on the ground and these rainbows all over the place. Literally eyes are being murdered.

I'd rather in case challenge is needed would make bosses more fat maybe, deal more damage, have less fancy vomit on screen attacks/phases and abilities and be more straight forward. This whole vomit on screen is annoying.


Yeah... Don't get me wrong here, as I do think boss fights belong in ARPGs. But in my eyes, ARPGs are (should be) all about gear and builds, and I've always felt that boss fights in ARPGs should test your gear and build more than they should test your skill, but at the same time make those fights possible through skills with subpar gear.

I think PoE draws a nice balance here; you can overlevel, overgear and overprepare to the point where boss fights become trivial, which I think is fine. But in addition to that, there are still boss fights that require you to react and learn some patterns unless you have "perfect" gear. There are also fights that you can do with subpar gear if you're good at the game and knowledgeable.



Yeah I get it, I just meant in general that while boss fight probably should test ur build idea, skill, reactions ETC. but at the same time, having dark souls bosses in ARPG's IN MY POINT OF VIEW is somehow wrong.

These half hour dances with bosses feel weird.
New mute system is terrible - no trade...
Last edited by y3lw0rC#4020 on May 15, 2025, 10:02:25 AM

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