Sorry I had a hard time with a boss. My bad

Diablo guys don’t know how resistance works. :laughing:

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After struggling with Lagon and/or Majasa, it feels good to beat them. That’s good game design. You don’t learn anything from breezing through, whether it’s in life or video games. You learn from struggle.

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How you have problems with Majasa? Did you cap your Physical Res? if so, you are good, if you still have problems, cap your Poison Res, since she has poison damage too.

You people get angry over her, but shes made that way,because after her you do monoliths, and those are not easy if you cant beat a mere Majesa boss, shes literally the easiest boss in the game to do, if you dont believe me its ok, but unless you go against her with 0 res ,and 0 defences, you can`t loose against her.

Lagon and Majasa are significant difficulty spikes. That’s not good game design. The “you learn from struggle” phrase has nothing to do with it. It’s not even true, but that’s off topic.

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total bs, spikes? bosses supposed to be hard

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Yes spikes. A sudden, unexpected rise in difficulty. Not to hard to understand i think.

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Nah. They’re not wrong. Since release the forum has been inundated with people who play badly, make bad character builds, and make no effort to get better trying to complain about the game when they should be complaining about themselves. It’s obnoxious and tiresome.

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Act bosses in every ARPG represent a big increase in difficulty, whether it’s Andariel, Duriel, Lilith, Kitava, Merveil, etc. all work the same.

awesome, happy to hear that. once you get it down with one, youll get a better idea of the mechanics for anything else.

It definitely gets easier.
You learn how to gear properly for the fight, tweak your resistances and balance your defense and offense.

I managed to breeze through Lagon and Majasa with only a single death on each attempt, but thats only after having struggled with other characters much more in the past.

Yeah, what kind of game would make bosses tougher than basic trash mobs found in any given Act(s)?

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I hate how “bad game design” has become a buzzword for things people find slightly difficult in a game. "Wow, i couldn’t breeze through this boss fight with my build with shit defenses! Should I improve my build or try to better understand its mechanics? Nah, I should whine in the forums to the devs until they change the fight into an absolutely brain-dead experience. How dare them to put me out of my zone of comfort and make me adapt to the game instead of the other way around?

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That’s because all the trash is super easy & the bosses before Lagon & Majasa are barely harder, they could definitely do with being made harder so Lagon isn’t quite as much of a wake up.

Or, they could add a “story mode” which is even easier than the game is currently so that “certain players” can get their participation medals and feel happy about themselves.

It is, you’re supposed to be aware that you’re fighting a boss due to an increase in more than just model size, voice lines and the ornateness of the health bar.

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I think you also missed complaining that BiS loot doesn’t drop all the time.

you cutting the game off at Majasa is like quitting Mario because Bowser beat you the first time you tried to kill him. one of the reasons this game is good is because at only half of the level cap the game forces you to be intelligent about how you approach a difficult boss. this boss is useful in making sure the build concept you’ve developed for the last 50 levels is actually reasonable, and generously gives you the opportunity to portal out, adjust it, and portal back in. this is an EXCELLENT boss to mark the transition from the story to the end game AND it’s a rewarding a fun fight once you figure out how to beat it.

I’m a game designer myself, and I can tell from your post and attitude alone that you are in NO POSITION to be telling EHG what good game design is. They’re an all-remote indie studio who has made a game that has held my attention twice as long as Diablo IV did, which basically makes them game design gods.

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