The first 3 bosses are too easy in co-op.
If you're playing with a friend, the bosses are way too easy. Too easy to distract and kite it. Too easy to dodge everything
3:13 pm, January 22, 2023
Cooperal replied to The first 3 bosses are too easy in co-op. January 22, 2023 @ 7:46:52 am PST
The 'difficulty curve' in this game is all based on HP, damage and resistances. Their is no curve when it comes to enemies being dumb and slow. That's just a flat line throughout. Well there's this thing called "difficulty curve" in various games, ever heard of that? But I guess you're just a natural at these type of games, can't see anything wrong with that.
6:13 pm, January 22, 2023
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jonnin replied to The first 3 bosses are too easy in co-op. January 22, 2023 @ 8:48:39 am PST
if its too easy, have each person summon one!
the first boss is meant to be easy regardless.
Kiting is cheesy in almost all games. It works, but what do you want in response to it? It can be granted a never-miss hitscan ranged attack that does like 150 slash damage with a 100 over 10 sec bleed dot that you can't potion away, I suppose, that it won't use if you are in melee range...?
As for dodging the attacks, yes, that is by design. Do you want them to slap you silly with no animation?
I don't disagree that they feel easy esp with all we know now. Even unchanged since launch people know what the bosses are weak to and what strategy to use, what weapons, etc. I am seriously asking what you would do different. Make them move faster? Make them not telegraph attacks? Massive ranged attack anti-kiting ability? Grant them armor penetration or more damage? How hard should they be, both for solo and groups?
My take on it is they need a pathing fix where they ride the terrain without getting stuck on anything, some sort of no-clipping for their movement that lets them keep coming at you rather than getting stuck on a stump.
the first boss is meant to be easy regardless.
Kiting is cheesy in almost all games. It works, but what do you want in response to it? It can be granted a never-miss hitscan ranged attack that does like 150 slash damage with a 100 over 10 sec bleed dot that you can't potion away, I suppose, that it won't use if you are in melee range...?
As for dodging the attacks, yes, that is by design. Do you want them to slap you silly with no animation?
I don't disagree that they feel easy esp with all we know now. Even unchanged since launch people know what the bosses are weak to and what strategy to use, what weapons, etc. I am seriously asking what you would do different. Make them move faster? Make them not telegraph attacks? Massive ranged attack anti-kiting ability? Grant them armor penetration or more damage? How hard should they be, both for solo and groups?
My take on it is they need a pathing fix where they ride the terrain without getting stuck on anything, some sort of no-clipping for their movement that lets them keep coming at you rather than getting stuck on a stump.
6:13 pm, January 22, 2023
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Zothen replied to The first 3 bosses are too easy in co-op. January 22, 2023 @ 4:53:59 am PST
Welcome to this highly successful 16-bucks-game....
Yes, its also 16 bucks combat quality
Yes, its also 16 bucks combat quality
3:13 pm, January 22, 2023
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Rhapsody replied to The first 3 bosses are too easy in co-op. January 22, 2023 @ 6:51:17 am PST
Well there's this thing called "difficulty curve" in various games, ever heard of that? But I guess you're just a natural at these type of games, can't see anything wrong with that.
3:13 pm, January 22, 2023
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