I am actually what feels to be in the small minority of players who actually donât care about the adaptive damage decrease on bosses. Why? The bosses I have engaged with so far feel fun, I have to do the mechanics and prove I can meet the gear checks. I actually have to prove I can interact with the boss correctly to win and that is fine by me. I feel successful and a sense of achievement after each fight. I personally feel like this is the experience the developers want to have with players, to actually sit there and experience an epic battle.
One of the real questions that players need to ask themselves when they fight a boss is what actually do they consider a successful, fun and engaging boss fight? One where they take a glass cannon niche build that 2 shots a boss or a 1-2 min boss fight where they are forced into doing and interacting with boss mechanics correctly? I think players in ARPGs have been little brain washed into believing that the only way a build can be successful is how fast they can burn a boss, that that is the only measure to success. I personally think a video game that allows a player to quickly burn a boss a design flaw. Mind you, one that is not easily fixed within ARPGS because of how complex different interactions game can become. I think a change to how much damage bosses can take is a step in the right direction.
I think the approach the developers are taking to make boss fights actually balances for all classes is a provocative and i think its an important experiment to have. I personally think the community should be little more open to this idea or other ways to address the problem of future build imbalances without completely infuriated at the idea of their build doing less damage therefore the idea is bad.
When I talked to my friend he came up with a good idea to address this problem without truly gimping damage to make all builds borderline by allowing elemental penetration to play a bigger roll in boss fights. Make % based penetration to be what players need if they want to make boss killers. So if you want to make a boss killer just make players need to invest heavily into penetration with ability points and passives. This would allow players who want it to be able to gain more advantages in boss fights but still keep bosses epic, engaging and feel rewarding to fight.
every patch i start from scratch. now with the new damage reduction it sometimes takes me 30 min to clear one map in MoF
. this really becomes annoying real fast, i dont have the time to play hours in a row. even when you find upgrades it doesnt nearly change much
why canât there just be a timeline difficulty slider? if you wanna do harder content, slide that bad bitch up, if you wanna zone out and grind and clear fast. slide that bitch down. i am no developer, but this system seems counter intuitive to bringing in new players. just my opinion. carry on.
Unless introducing a system where permanent damage floor narrows the field like in the case of shaper battle, even low DPS high Deffense builds can exist, so I think that so-called build variety will be secured.
In an extreme example, the so-called Glass Cannon canât rampage before the equipment, levels, and build concept are in place.
So, when they are young, unless theyâve prepped by watching spoiler videos, theyâll face the boss gimmick, and then they can learn it well enough.
And maybe some cases, they can learn it a lot more times rather than tanky builds.
I think thatâs enough.
Originally, I also like the enrage system of bosses used in many games.
But I believe this system is wrong.
I sincerely hope that finding other ways to stimulate the boss fight.
Of course, Last Epoch is Last Epoch, and other games are other games. So, if I was told that this was the Last Epoch, I would have to accept it.
However, for a while after I faced this problem, my narrow mind has not yet accepted this system
Effectively yes. Every time you take a boss down by 2% (I think, might have been 10%) of itâs hp it gains a stack of global damage reduction & the stacks can last up to 30s.
Itâs one way around PoEâs issue of power creep where bosses get killed in fractions of a second. Itâs not necessarily the best wayâŚ
No it has nothing to do with âadaptive spell damageâ.
I think the term âadaptive damage reductionâ was not even used by the devs directly, itâs just the name of Title and how OP called it. Everybody can refer to it though.
As far as we know this damage reduction is global and effects every form/type of damage.
Adaptive spell damage applies to the damage the player is doing - if you have a fire spell and an cold spell, the adaptive damage converts to fire or cold depending on which you use. If a spell is multiple damage types, the adaptive damage is shared.
The bossâs âadaptive damage reductionâ is different.
As Llama8 mentions, as you do more damage to the boss it gains damage reduction to slow the player down and allow boss mechanics to occur. The bossâs defenses âadaptâ and go up making them survive longer.
There has to be a better way of doing it because as things are it just makes the boss fights long, drawn out and frustrating. The last video kiss_me_quick posted says it all really, starts with a punch and ends with a tickle.