First I apologize for not using other MoF topics, but they are mainly about if its too easy or to hard. I want to give an alternative POV.
I would love to hear from other people , because this is only my way of thinking about the game, and I’m sure some will agree and some will not. Sorry for the wall of text, will do a TLDR at the end.
We have a difficulty increasing “dungeon crawler” system in MoF , with echoes of different levels, where we kill some trash mobs , some champions and some mini bosses , then we get some loot and we go again and again , because we want the perfect gear.
In between this system, we get some boss fights we need to finish to go to the next higher level area,.
What is the point of the boss fight? Failing a boss fight is not a good predictor on whether we are ready or not for the next challenge, its just a forced roadblock, that has no real meaning. And I’m sure many people that are struggling on some bosses would have no real problem doing regular timelines on the next higher level area.
If they have no value to predict our readiness , what are they for? Why are they there? What function do they have?
Let us go as high as we want without this walls, if we get to a place that’s too hard for us we can go to a lower level area and grind gear.
I don’t say there is no room for boss fights, just do a different ladder or game mode , where you can put this harder “ubers” , like many games have, but there is really no need for mixing the dungeon crawler mode with the boss fights.
TLDR: boss fights don’t predict if you are ready for a higher level timeline, so just separate the two. Make bosses ubers and put them somewhere else and leave MoF with the echo minibosses.
I think the “change the earlier boss fights so the teach you the later boss fights” idea would fix the problem, though I’m not against having the old monolith back as well as the new quest-based monolith.
Don’t most arpgs with an infinite dungeon have bosses in the dungeon? D3 has the grift bosses, PoE has delve bosses. Unless I’m misunderstanding what you mean.
You are understanding correctly, but i’ll try to explain it in more detail.
D3 have the grift bosses , that are similar to the mini bosses we have in regular timelines, and also have ubers as a separate mechanic if you want to fight bosses.
PoE has maps , with mini bosses , and bosses like Elder , Shaper, etc as another related, but not mandatory mechanic. Even in delving, where you effectively have some nodes with boss encounters , those are optional and you can bypass them by taking another route.
The infinite dungeon and the mini bosses are related , the bosses are in a separate mechanic, that way you don’t force people to do both mechanics unless they want to.
That’s what I don’t like about the current iteration of MoF , normally in ARPG’s i dedicate a lot more time to “mapping” than “bossing” and here they are forcing me to do “bossing” if I want to keep advancing with my “mapping”
I’m sorry , but I can’t see your point.
If the game was finished of course I would have to decide if I enjoy it enough to play it, or do something else, but as this is a game in development, how is it weird to make suggestions on ways I could enjoy it more?
I dont say you cant make suggestions…your free off speech. All I say if you order cherrypie but dont like the cherry and want a strawberry on it…its no longer a cherrypie.
I’ve never liked boss fights in these type of games and it wouldn’t bother me at all if there wasn’t any, but I know some people like them. People are killing them with no gear anyway so it’s not like they are hard. I just wish you didn’t have to go through the echos again just because you miss-clicked or didn’t time something perfectly, apparently some people think that’s necessary for it to be “challenging” though.
There is also a difference in d3 grift bosses and last epoch bosses. A grift boss will gaurentee legendaries and some sort of progression towards your character. A boss is epoch has a small chance of uniques and more importantly t6 and t7 stats, and at higher levels unique are replaced by crafted gear anyways. Other than that they are just a “roadblock” or and obstacle keeping you from the next tier or level. At a 60+ streak its a pretty big waste of time to kill one for the same loot you could almost one shot one of the spires, or even the MoF specific “mini bosses”, which takes half the time if that. I agree that main story bosses should be more an ubers thing. I also get that something like that isn’t in the development plan so far, so it’s hard to say they should be exclusively a separate targeted boss farm, but thats the benifit of a beta/early access, having the input the change the game. if anything, quest echoes would make more sense to move to the next MoF way point/ tier. Just my 2 pennies.
TLDR: If we are forced into harder boss fights in MoF the rewards should be worth more than a spire echo or a MoF specific mini boss.