The state of Monolith (and the misconceptions around it)

Always expect to be 1 shoted haha Yeah, it can suck sometimes!
Some bosses have some surprises for sure, so be ready!

The game director said “not all palyers will clear all content” in a recent interview, not me!
Many games have this phylosophy, I go back to D2 as a reference. D2 never added harder content, becouse it didnt need it, and people still play after 20 years.

I saw the interview, I thought this was your take on it. My bad.

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I was one of the people that complained about having to restart when dying (I started one of the two main threads about it) and I’d like to clarify that my problem wasn’t that I didn’t know what I was doing. I’m very experienced with these types of games, I killed the first boss blind on my first attempt with a level 58 character.

The problem is that I don’t enjoy that ‘roguelike’ style of gameplay where you are constantly at fear of losing all your progress. I find it stressful to always have that fear in the back of my mind which is why I don’t play hardcore. Gaming is something that I do to relax after a stressful day at work. I often stick a movie or a stream on my second monitor so I’m not giving 100% of my attention to the game.

I think the boss difficulty (at least the ones I’ve fought so far) is in a good place.

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Before I start, I just wanna say that despite how this reply may sound, in my personal opinion I do largely agree with your point. However that POV is a tough sell for most games these days.

This last bit is very telling. You are basically saying the game is too easy, ppl who are complaining need to basically learn the game and “gitgud” (in a respectful nontoxic manner).

Yes of course, this isn’t a new concept. Most games kinda work that way, one tends to do better the guder one gits at the game. Yes it is also true that many games of late have started being skewed toward casual gamers and this is often at odds with the more hardcore community. And coming from someone who’d like to think I have hardcored my fair share of games over the years, I do get the hardcore POV, thoroughly.

However, and this goes back to your final statement. In the opinion of the TOP 1% the game is too easy. What about the other 99%? Top 1% by definition is well… 1% of the community… and in recent years game devs have realized that maybe it made more sense to cater to the 50th percentile(the average player), rather than the 99th percentile(top 1%). Just cos a handful of players with hundreds or thousands of hours into a game can do something easily, does not translate to a justified reason for making a blanket statement that the game is too easy “in general”. I’ve been on both sides of that coin myself.

I mean honestly, which statement sounds more reasonable?

  1. Out of every 100 players, 1 never dies, therefore the game is too easy, the other 99 need to learn to play.
    or
  2. More than half of the remaining 99 players die a little too often for comfort, therefore maybe the game is a little too hard.

The reasonable sweetspot any game dev tries to go for is:

The middle 50% of the players find the game difficult enough to be challenging but not so much that it’s utterly impossible.

There will always be that top 1% that facerolls any game, regardless of difficulty. It’s just to high of a bar to ask for a game to be balanced around the skill, playtime and preferences of the top 1%. And frankly, it’s just a smarter business strategy to make your game work for the 50th percentile rather than the 99th. It just is what it is, man.

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Its nice that you are helping other players and stuff, but you basically invalidated your entire feedback by stating that you represent the “1%” (if thats true). Never ever should the devs balance the game around these type of players - never. But if thats the case and they do indeed want to push it into this direction, i will gladly accept a refund.

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Firstly, I agree with the points you rised.

But this is not what im saying, what im saying is:

  1. *Out of every 100 players, there are players who can beat the entire game naked, wearing no items and using no skill trees.
    and
  2. The rest of the players have no problem with the early bosses the game once they know what glancing blow does .

Sure the game donst need to be blanced around the 1%, what im saying is the game can be beaten ignoring ALL the progression mechanisims in the game, and dosnt teach players how to progress, and therefore they fail.

Thanks for your great response.

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Stating that the current state of balancing/difficulty is ok is also feedback. Just sayin’

Feedback does not exclusivly has to be suggestion stuff to change

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Yes, the earlier bosses (and mobs in general) could do a better job of teaching the player the basics. Not sure how they could teach the player about the necessity of certain affixes though.

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First, thanks to everyone for keeping the discussion productive and civil.
I understand the OP opinion, but I disagree with it, and I hope that’s not the way the game is going to be balanced.
If we need to check external videos, or ask for help in something that is just starting endgame, I think the developers have done a bad job preparing players for the content.
I hope there is something for casual and experienced players, and that’s not an easy thing to achieve, but I hope they get it right.

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I finished rank 1 a “few” times in the ladder, so I guess im decent at the game yeah

This is 100% a core issue. You can defeat the entire campaing without learning anything.

I did this silly representation today of what I mean, I hope you dont mind me trying to be funny.
Killing a campaing boss with eyes closed and no gear, plain suicide to beat it

Jokes aside, this is a problem imo.

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Its ok , it was a fun video :stuck_out_tongue: , nice hat there . Lets hope they find some compromise between depth, challenge and not making walls where you can’t progress.
I think we have different tastes in games, I prefer my ARPG’s to be more gear dependant than skill dependant, hitting a wall because i don’t have enough gear to do it, than repeating the same content over and over to learn how to do it.
Eventhough if you have more skill than I do you can advance higher with the same gear, but with a lucky drop or some more loot hunting i can finally advance. That way I can complete something by doing other things, for me its less frustrating that way.
I know some people don’t like when we compare LE to other ARPG’s , but its the easiest way sometimes to make a point.
In D3 grifts, you get more rewards for doing higher grifts, but you can get almost the same stuff in lower difficulty grifts, it will just take you more time.

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Yes I agree.

The core of any ARPG is items. And items cannot be core if they don’t significantly determine the strength of your build.

I like to see more tactical gameplay and interesting boss/fight mechanics. But I also want items to always be a significant factor in giving me leeways in an ARPG fight.

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AHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA

Exactly!

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You have a good points ! I have just 120hours done so far, have been trying out other characters also. I would say it’s more about understanding boss mechanics like in other games for player to be able to kill a boss.

Personally, I have problem with "Spirit Decay from Formosus Phylactery - having 60+ necrotic resists + 20% necro dmg convert to armor (Paladin72) this mad spirit box is one-shooting me, this one of those moments when it’s a bit challenging for melee.

Overall i like those improvements to monolith, it’s much more fun to play now.

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Go the Path of Exile way - multiple tries (6 portals) for a boss. Maybe reduce the number to 3 or 4. I remember the first time I did Shaper, I had no clue what he does. I died a couple of times but got used to his patterns. Overall it was a tough fight bit it wasn’t a one-hit kill where I need to get back and replay the content.

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People should be hitting the wall when they have a shit build, shit gear or if they are just plain bad and don’t read anything about mechanics. It is not wrong to balance the hardest content around the 1% as long as their is a smooth transition between easy to hard content.

I’m also not a big fan of balancing around poeple only having the play 10 hours a week because kids wife whatever. Not saying they shouldn’t be able to progress. If you play more you get more and better. Just my 2 cents on the topic.

That you can defeat mono bosses with no gear or skill points is just to cry for.

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Completly agree.

While I love that LE is a more skill based game than regular ARPGS, items should be at least 50% of your success, if not more.
Sure, a good player will clear content with worst gear than a bad one, using that 40% skill component, but doing monolith naked is a bit too much.
Arena in LE, for example (and I know some people hate arena its fine) already has the gear factor, if you wanna push really high, you need to be a good player, with a good build, with good gear. I expect the same for the Lengendray modes on mono.

Love having this discussion, I think even if we all like different type of games, we are all pointing in a similar direction.

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There is a mechanic in GW2 mythics that makes you take damage from a negative aura in the instance. It is not a mod, but more like a gear check. The aura does more damage to you the higher you go in these mythics. It’s not that pretty but does the job.

I’m actually more a fan of having ads in boss fights. Mobs that help the boss kill you. And these should be strong mobs, not to be ignored or you die.

Another thing you could do is having more (normal?) attacks to boss that you can’t always dodge to make you life bar just go lower. Instead of only having telegraphed attacks that will oneshot the player base to reddit.

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Yeah i think having all bosses do more sustained unavoidable damage (if scaled correctly) could help with the “gear check” kind thing.

It should be reasonable balanced, so you can still do it with more “glass cannon” type of builds though.

Bosses in the current state indeed just feel like they spamming telegraphed abilities at you. Which in it self is already a REALLY good thing in the aRPG genre, not alot of aRPG do alot of those telegraped stuff. But have the bosses do alot more “usual attacks”. Some bosses also could get some mechanics that are unavoidable, like fire in the whoel arena some secodns etc. All that stuff needs to be balanced very well of course.

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