Why do bosses get shields

Topic ^

Genuinely curious. Why do bosses get a shield every 20% or every 40% or three times or four times per fight.

The campaign is already an immense slog, the last chapters just get increasingly more generic, boring and grindy, and then on top of that you have a dozen boss fights that are just shield videos on slow mo. And I don’t understand why.

The observer at the end is so spongey I am certain that if you put every single mob and boss I have faced throughout the entire campaign in that room instead of him I’ll clear that room faster. Then he has three shield phases for no understandable reason, like many other bosses, but with this guy it literally takes over half a minute, worst case upwards of a minute to get rid of them with anything else than cookie cutter builds, and I just have no idea why.

If you want bosses to be even more spongey and tanky for no reason, just give them more life. If you are worried people exploit mechanics and kill them faster then it’s like.. if you can’t balance bosses, why are you putting the punishment on me? Why should I have to watch 39 shield bars go down in slow mo whilst getting through a campaign I have played 13 times or w/e by now?

I genuinely don’t understand what this adds to the game. Every season the first thing I think about is the fact that I have to sit through this thing in order to actually play the game and test a build and the league mechanics.

Boss ward is because players complained about boss DR. EHG first implemented DR, where if a boss would take x% damage too fast it would reduce damage taken (by 90%? or something).

This is so that high DPS builds don’t simply delete the boss in a second and have to play some of the mechanics.

However, players didn’t like DR, so they changed it in a way that is more explicit.

The reason for it being ward and not simply more life is, in theory, to help low DPS builds. High DPS builds will have to mow down both life and ward. Low DPS builds will benefit from the ward decay, so they don’t have to actually do as much damage as a high DPS build does.

It doesn’t work like that in practice, though. High DPS builds will still mow down bosses in seconds and the ward decay is too slow to really benefit low DPS ones.

A solution that was floated around back when it was introduced was to make the ward thresholds go away after some time. Meaning that if you had a low DPS build and took some time to get to the first ward threshold, it would just go away. That way low DPS builds would only have to deal the boss health damage, while high DPS builds would have to deal health+ward.

Anyway, that is the reason why we have boss ward. Devs don’t want a build to simply skip all mechanics and players didn’t like boss DR (it was especially bad for leech builds).

on the paper it good, in real action it sucks cause main ehp sustain players get only from damaging bosses, and get flask with that way(and it’s terrible how they can’t be picked up often even if you stand on them)

bosses are people too, they need recovery and i find it good idea to make game more realistic in such way. And yep, bosses should be tanky as bosses, but i agree that last epoch dinamics is damn slow and unbalanced. I would want see good changes for travel skills to be more nice and useful than now, same with dodge cause sentinel dodge roll is bueee.

And acts merchants with unnecessary dialogue, haste buffs in skill trees which are bad mostly just ten times less justified than a bosses, which shouldn’t be cardboard targets

I don’t know if potions only drop on some damage or simply on hit. My guess is that each hit has a % chance to spawn a potion against bosses, higher if you’re not on full potions yet.

I think this is mostly a label positioning thing. Especially when you get multiple on the ground, the labels are often far away from where the item actually is. Usually hitting X (to disable loot filter temporarily) causes them to re-render, usually closer to their position. It’s an issue, though.

I agree with the idea in principle, but this would harshly penalize even more low DPS builds. It would turn already long fights into nightmarish ordeals.

anyway, you need be closer to pick up potions and game really appreciate only dps poe1 style of kill the target before it hit you as most efficient defence, and yep - dude has low dps build but i don’t blamc him, cause for example i find hammer throw as bleed or burn meta skill mostly, circled hammer is the only option to deal damage properly, enra technique and avatar of spire are bad synergy nodes, and hammer throw also have very poorly named in tree interactions with other skills, exactly only one slow charging skill

Because giving the bosses more HP punishes lower DPS builds more than high DPS builds.
If the boss has 10,000 hp & your build does 1,000 dps it takes you 10s to kill it. If your build has 100 dps then it’ll take 100s to kill it. If the boss has 5,000 hp & 5,000 ward then it still takes your 1,000 dps build 10s to kill it but since the ward decays over time your lower dps build takes less than 100s to kill it.

It depends, every X% of hp you did the boss would gain a stack of DR that took 5(?) seconds to decay, they stacked so if you crossed several thresholds in quick succession your effective dps tanked because the boss became significantly tankier.

Yes, leech, that works fine with boss ward.

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He wasn’t talking about leech, he was talking about boss damage to spawn potions. I don’t think ward prevents potions spawn, though. I believe it spawn at the same rate whether you’re hitting hp or ward.

Yeah, but I don’t think most builds have their sustain primarily from potions. Minion builds may if the player isn’t doing damage but then there’s also regen.