The state of Monolith (and the misconceptions around it)

100% agree, the boss concepts we have are amazing and really EPIC encounters.

They need to get harder without changing the phylosophy behind them and taking importance away from the boss.
I hate when I fight a boss and the most dangerous stuff is unrelated to the boss itself.

How will they do that I dont know, each boss probably requiers a different approach, to keep them different and still amazing encounters

1 Like

I believe completely the opposite. The game should ALWAYS be balanced around the 1% when it comes to end game, as the highest difficulty content in the game and that’s the content we are talking about. How can it be any other way?

1 Like

Yeah im only saying the content made for the top % is not hard for the top %

And I loved the content, just a bit easy.

It really depend on how broad the spectrum of endgame is.

The new MoF can be experienced by the majority of the player base, while some players might not be able to reach some of the later timelines.
Balancing this part of the spectrum already for the topend of the player base is not the correct way IMO. Everyplayer should be at least with some effort be able to experience all content.

But they could improve upon those empowered timeline mechanic, where basically some of the lower level time lines get recycled and scaled up considerably.

This way (almsot) every player could at least experience the base endgame content. But there will be the “scaled up” content which will be most likely not be experienced by the majroity of the community.

All of this can be applied to other kind of endgames modes if they introduce them.
It’s all a question of the scaling.

Some exaple here would be either Grim Dawn’s Shattered Realm or PoE’s Maps. Both of those “Endgame” Modes can be experience by basically every palyer that finished the Story. And from a gameplay loop perspective the content will not change considerably when scaled up.

The approch to the intricate game mechanics that the player needs to take into consideration just exponentially increases, to successfully beat that content.

EDIT:

I think all player, regardless of actual player skill level for the most part can agree on the basic boss design. That this is an awesome approach. Some bosses might need further tweaking(especially the Lvl 100 timeline boss need more compelx mechanics, for being the currently “highest boss”

But with my above suggestion we could scale content up so at some point just the top end of the communtiy can beat it, without excluding a majority of the communtiy to experience most of the game’s content.

1 Like

Oh, i’m fine with everyone doing the Normal mode fights in their current easy state, but the Legendary mode is what im talking about, the level 100 fights.

Legendary should not be for everyone, and the casuals can still fight the bosses on their normal modes.

A bit like in D2, everyone can beat Normal, some will bit Nightmare, a few will solo Hell.

3 Likes

And when we talking about this right now, there could be the possibility that the empwoered timeliens not just increase in scaling, but also add different mechanics to the otherwise same boss fights.

Very similar to WoW’ raiding for eample, where normal, heroic and mythic content not just add x% more to the stats of the boss, but also introduce more complex mechanics. And sometimes even change the appraoch you need tor take for certain mechanics.

2 Likes

Yeah, just making numbers scale really high is not fun.

This is up to the devs, but iI would like to see something like this:
Imagine if the final dragon also pulsated the homing (you can still out run them and juske them) projectiles the necrotic birds cast, and those hit somewhat hard. It will make the fight much more complex without changing much.

1 Like

I think it is hilarious that there are so many that want content “gated” behind difficulty but were so adamant against any content being “gated” behind multiplayer. :roll_eyes:

1 Like

Why is that hilarious?

Will mono even be multiplayer based?
Sounds really messy to me, I wonder how will it work with all the timelines and individual progress systems. I thing it would be cool if mono was the only no co-op based mode.

Isn’t this the same thing though? Yes, you could access all content, experience all fights but not in their highest difficulty, like Atziri/U Atziri for example, or there could be fights you cant complete at all if you are not “top” player, like in some mmoarpgs. Why does it make such a difference? Is it a psychological thing?

Every game should have a type of content, that for a player with a top and fully optimised build, it still poses a challenge and requires good skill/reactions (again, like mmorpgs used to work until next update that made previous content easier).

Of course I understand what you are saying and I agree about the majority of players experiencing not all, but most of the content. I just find the opinion “you should never balance around the 1%” an illogical one when it applies to every aspect of the game.

1 Like

If everyone can do it, I don’t wanna do it, personally.

Beeing able to achieve hard things, it’s what makes them worthy of your time and grind.
Maybe it’s becouse of my taste or my background in mobas, competitive games and odschool games like D2.

1 Like

My main point was that the very very hardest content, in my proposed suggestion the empowered timelines at the very end, are balanced for those top players, while the rest can be balanced a little less punishing.

This also not just exclusively inherent scaling and stuff, also some mechanical stuff, like for example progress reset. The harder content could be a bit more punishig for echo reset for example.

You can’t balance “the whole game” for top end players, that is pretty bad i would say.

4 Likes

It will depend a lot on what do you consider endgame.
MoF can´t be considered endgame if its the first activity you do to keep building your character after the campaign.
If we talk about legendary timelines , and they can only be done by well geared lvl 90+ I can understand it only being done by skilled and geared players, but it should only be the most extreme parts, because ARPG’s by design need to account that the more gear you have, the less skill you need, if not players have no real reason to keep hunting endlessly for that better gear.
Level 90+ should be accesible to many players, so they can keep dreaming on the perfect t7 loot , so they can do the 100+ content someday. If you can’t achieve that, only a small amount of the playerbase will keep playing for a long time, and having a big playerbase I would think we all agree is good for the game.

1 Like

That’s fine, and every ARPG have some content regular players can’t do , and that’s why streamers and youtubers get a nice following , because regular players want to see how its done.
But you need a balance between availability for most of the content , and the prestige of some of it.
A D3 example, If everyone can do lvl 100 grifts , and the top ladder players can achieve lvl 150 grifts , its ok , because both are enjoying the same game , with different level of difficulty for their own abilities, and they both feel like they are progressing , without taking anything from the other person game enjoyement.

1 Like

You don’t need t7 loot to clear the hardest content and there should be a healthy balance between skill and loot to prefend zoom zoom.

Balancing the hardest content around the 1% is imo the way to go so casuals can have a dream and devoted players can have a goal.

2 Likes

Yeah I found surprising people enjoyed D3 for that same reason.
Just my taste, I hated D3 everything.

1 Like

This is the key, blance the HARDEST content to the 1%, and the normal content around casuals, so everyone has a place.

My other post about the dragon fight is only about thats thats fight is supposed to be hard for the top players (claim devs made on recent interview I linked) but its not, so I’m letting the devs know.
Thats all.

3 Likes

Ofc all this is mostly theoretical. Its just the first (well kind of) implementation of this system and I don’t think that anyone is expecting it to be perfect right now.

I agree about access to levels, player level should not be an achievement. I think that everybody agrees more or less, the question is where to put the line. As for the “more gear / less skill needed”, it also needs to stay balanced cause you could reach a point where gear trivialises the toughest content and the only reason to chase items is to take screenshots in your hideout and show them to your friends*

*(any resemblance to actual games is purely coincidental).

1 Like

Yeah!

I saw a video of a famous PoE streamer letting his wife (who dosnt play the game at all) clear a t16 map on his HC char. The streamer knew she could not fuck it up, and she of course cleared the map with zero issues pressing 1 skill.

Hopefully LE never turns into that.

3 Likes