It’s a small suggestion – many of the harder mobs in this game have super high damage on all their skills instead of having a milder skill - to - heavier hitting skill gradient. I think this game needs an overhaul to make certain boss skills certain death and others a “50% of your health is gone but you can still salvage the situation” kind of deal. No matter how much armor or mitigation I build past 100 corruption, I will absolutely get one shot if I don’t dodge every single skill in a boss fight. The major boss skills need more of a gradient IMO. for example, if I am in necro dragon’s breath for even an instant that’s a 1.5k damage tick – it’s a channeled skill that shouldn’t have the same one-shot potential as his slow moving area nuke.
That is already exactly like that.
This sounds like you donvt have a proper defensive setup. There are way more factors to eHP than armor and some mitigation.
But it has a 2 second windup animation indicating the incoming attack. If you don’t move out of the way, that should be punished.
I totally agree for the 2 second windups. as for the other stuff, I understand that high corruption is supposed to be hard and that “get as far as you can get” is meant to push skill and builds to the fullest, but I will take your word for the multidimensional defense setup
It sounds like you’re contradicting yourself with these 2 statements. You think “certain boss skills” should be “certain death” but because you sometimes get one-shot you think the major boss skills are too harsh.
Don’t get me wrong, I’m not saying your opinion is incorrect I’m just saying it sounds like you are contradicting yourself.
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