What is the purpose of the enemies' shield/ward if it doesn't activate immediately?

I don’t know what they’re called, however I’m talking about enemies that if killed drop you a unique or that you can banish. When they spawn they don’t immediately have the active shield, so you can oneshot them immediately or you can almost kill them.
What is the purpose of the shield?

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Boss type enemies used to have DR, meaning you dealt a lot less damage to them.
Now they gain ward at certain breakpoints and you deal full damage.
Overall it’s faster and it benefits leech as well.

Those are the Nemesis, they were added in 1.1 & have the boss ward breakpoints.

Doesn’t feel faster to me. In fact it feels just like a boring delay where the combat goes on a break. I’d rather fight bosses with Damage Reduction and play actively than to just roll around and wait for the shield to go away. Just a big L.

Why would you wait for the shield to go away, though? It’s ward. You can hit it and it will go down. And unlike player ward, boss ward doesn’t regenerate (until you hit the next breakpoint).

If you stop everytime they get ward, then yes, it would be slower. But you can keep hitting and you even keep leeching at that point. Without a reduction in leech like you had before.

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It delays the starting experience by quiet a bit when you have low damage, and your build has not even started. Hitting it makes no visual difference at this point in time, hence why it feels like the combat is going on a break.

That seems like a perception issue. From what I’ve seen, without the DR the bosses now have less eHP than they had. So the fights are effectively faster than with DR. With the added bonus that your leech isn’t screwed over.

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Okay, lol.
I don’t like the current perception.

That’s fine. Not everyone feels the same about all things. And remember that it’s the first iteration of the system, so there’s still time for EHG to adjust, either still on 1.1 or later. So your feedback is important for them.

If you would rather fight bosses with damage reduction and play actively, then why are you just rolling around and waiting for the shield to go away? That does indeed seem like a big L to me. I would recommend fighting the boss, and playing actively. You do in fact damage his shield, it will go down faster, and you won’t waste minutes of your own time rolling around in circles. Even if it didn’t help bring down the shield at all (it does, you are in fact damaging it and bringing it down), at least you would be doing something.

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Eh… as said, it depends.

The lowest damage builds definitely need more time to kill a boss then before. DR never affected them in any meaningful way which hence kept the DR nigh non-existent. That means the extra ward + the time to punch through or wait for a substantial amount to wane is definitely a downside for those.

Then we come into a range which you described, the one where DR plays less of a role, overall reducing the EHP total compared to DR-times.

As soon as you reach the ‘ridiculous’ DPS ranges though it turns around once more. Formerly DR played no role there, you just went along to burst the boss down before it could properly adjust to your damage. Now? Well, the ward actively stays and causes a sort of ‘minimum DR’ to happen.

Which leads to a problem with the current implementation… but it’s definitely overall better then before, DR itself was a disastrous mess in my eyes and the new system definitely is… well… less of it. Still not ‘good’.
The issue being that the people which needed to be least affected by DR are suddenly those which are the most affected by the new mechanic, those with very low damage. Those builds already have the downside of needing a severe amount of time investment compared to others until a boss drops, hence more danger. With the ward this increases though, making the time even longer then it ever was. Hence low dps builds have become overall less viable, which I personally deem ‘a bad direction’.

Even though the ward occupies the whole bar, it’s value is much smaller than the boss total HP. So big burst builds are barely affected by it as well, as can be seen in the video Mike used to showcase the change.

While I do get your point, I don’t think it’s a “bad direction”. It just might need adjusting for low DPS builds. Like with any new system, things get tweaked once they have actual data from the thousands of players.

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