It already does that. The boss gains ward in proportion to damage done. Its buggy and doesn’t work perfectly but I’ve had bosses gain well over 10 or 15 times their life pool in ward. Which is why I protest when people think removing it for a minor health increase would work.
Only if done solely as a single-step-process.
You do the needed attached things together with it.
Builds like Wraithlord Arbor needs nerfs, that’s a given. ‘But my build! I picked it because it deletes everything in the game!’ yeah, tough luck, I did, I’m the same, doesn’t mean it’s good for the game, nerf that stuff.
You also push up the lower end builds which aren’t handling the content decently well. Any ‘core’ build should be able to at least kill Aberoth with investment. Some can’t without a god-like player behind the keyboard/controller. That’s a problem. It’s a balancing issue.
It’s generally a balancing issue.
Balance shit → no issue.
Simple as that.
For me to one shot the boss. I had to build glass canon, and be dodging enemies in echos like someone playing a darksouls game. Hence i probably lost 20x more echos then you did on a build with more defensiveness. Me now getting a moderate damage increase, means i got punished by the ward system.
Yes i could make an alternate set of items, to wear in echos that are not bosses. But that just doubles my work. Therefore i am still punished.
I have played beastmaster wolves and currently play summon skeleton necromancer. Neither of these 2 builds are overpowered. They are pretty much in the middle of the pack right now as far as balance. Hell, there are people that flat out think the skill summon skeleton sucks.
If it weren’t for first DR and now the ward mechanic, I would be able to kill corruption 300 bosses in seconds without them being able to do much of anything. So, are we going to nerf pretty much ALL good builds then? Because I think that some of you aren’t understanding that it’s not just the outliers that are destroying bosses. It’s all good builds. The amount of nerfs that would be needed to be able to remove boss ward and replace it with a paltry 50% increased boss life would kill the game. Every coherent build would be hit.
So? You got an established end-game build I imagine, right?
So… isn’t that exactly the goal to achieve? Become so powerful that you can rush through the content provided? It’s why we have more then 300 corruption available. Done all of it? Push on!
Which especially focuses on your builds when a baseline HP increase comes.
Killing the boss now in 15 seconds? Increase by 100% and it takes 30, viable expected amount of TTK hence.
Does TTK go under… let’s say 10 seconds with expected amount of gear? Nerf! Too low TTK, minimum allowance is 20 seconds as an example, reduce until it reaches 20 seconds.
TTK over 1 minute? That needs work! Expected gear doesn’t push skill high enough. Adjust skill to pring it below 1 minute. 50 seconds for example.
Here you go, balancing, that’s how it’s done.
You don’t make everything the same… you make sure it stays within a range and then none of the DDR or ward or whatever else BS mechanics get thought up even need to exist in the first place.
So the TLDR answer to you question is: No, but the other builds need to be adjusted since you’re the middle, the goal
I would be all for removing the boss ward completely. It doesn’t add anything to the game that’s fun or engaging. I would be fine if the ward decay was a lot higher, or if it was just on pinnacle boss and harbinger. But regular bosses and elite mobs should not have this at all.
I agree, this ward is very painful. It breaks the flow of the game. Doing a boss with 3 times a ward + harbinger poping with 3 times a ward. I feel like being punished because someone somewhere is oneshoting bosses.
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