Early game respawning too easy

When dying to a boss during the campaign, you often respawn almost right next to the boss, who still has the same amount of HP left, effectively nullifying the challenge of a fight because you don’t loose anything by dying, but the boss looses HP for each round you fight it. Wouldn’t it be more fun to respawn the player a bit further away and then reset the boss back to full HP?

I know this is only an issue pre-monolith/dungeons/arena, but still, it would make the early game a bit more fun I think :slight_smile:

The campaign is whatever. It’s a tutorial.

Don’t forget that for some players, LE will be their first ARPG. There’s a lot to take in.

The campaign is basically just a tutorial, you don’t even need to finish it. It’s designed to be easy.

I was very surprised at this. I can do whatever, die a million times and he still has the same hp left.
Didn´t feel like a challenge, didn´t feel like some sort of preparation in terms of learning boss mechanics either.
In other words it could send the wrong message/expectations for others on how to deal with bosses in endgame.
I guess thats the reason ppl keep complaining about endgame bosses coz there they have to actually learn mechanics to succeed.
I felt kind of disappointed tbh and I dont mean that in an offensive way. (Calm your tits!)

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It did not work like this for me when I died to a quest boss. I had to start the fight over.

Where did you read that?
It’s a fairly nonsensical argument.

Even more reason to make it a ‘one try’ thing rather then simply waving them through. If they can’t handle the easy bosses of the campaign then later they’ll struggle and become frustrated.

Do you not think the campaign is very easy/a bit of a tutorial?

It’s too easy in parts and the difficulty progression isn’t well done.

A tutorial though? That’s nonsensical still. A tutorial is something clearly teaching you a new mechanic by explaining it to you properly… and the campaign heavily fails at that even if someone wants to see it that way.
See games which are implementing new mechanics along the duration of it in comparison… for example… is ‘Dave the Diver’s’ whole game a tutorial? After all you get new mechanics along nearly the whole campaign! Which is dozens of hours long.
No, it’s not is the simple answer. When something new is implemented it explains it shortly and then moves on, gradually ramping up in content and difficulty.

The campaign is a story with a wonky progression currently. It has no distinct tutorial beforehand but instead introduces new mechanics as it goes along… like a good game is supposed to do. That doesn’t make the whole time it can happen a ‘tutorial’ though.

If we wanna talk about difficulty on the other hand that’s a whole other topic.
Act 1-3 are fine, easing a player properly into the game.
4 until the end of 8 are lackluster, too easy and doesn’t prepare you for Lagon.
9 is decent.

So yes, there’s work to be done for sure.

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