DDI, a better damage "reduction" mechanic?

As we know, in 1.1 patch Dynamic Damage Reduction (DDR) mechanic was changed to a ward mechanic to improve boss fights experience.
But Dynamic Damage Increment (DDI) might be an even better mechanic?
Bosses will take more damage when the mechanic is working. Both high and low damage builds will deal more damage. But the damage increment is more for lower damage builds.

Bosses should have higher HP if this mechanic is to be applied, to keep the bosses as tank as they were before.

As far as I understand it, this goes against the new design philosophy to make damage required to kill the boss transparent. Instead of requiring more than you expect (1.0 version), you seem to suggest that it will take less than that, which in turn would warp expectations.

So I don’t know what to make of this. The new mechanic feels kinda weird as well. we’re alternating health and ward phases and we only really kill the boss in health phases. Ward phases can be treated like invulnerability phases but they can be sped up by (a lot of) damage.

But maybe that was the intention and we just need to get used to it.

For me that’s terrible idea, because it points to “DPS should not matter”. It’s bad in same way DDR was bad - to make fight similiar or even same for different builds. So everyone gets exact same experience. To make it so you have to perform specified rain dance of “avoiding mechanics” and the boss will drop itself regardless of your build. I’m exaggerating, but it’s this direction i dislike.
It feels dishonest, to punish good builds and reward crap builds. I just realized communism reached games.

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