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Originally Posted by Persona
Giving bosses and heroes extra resistances and such sounds like a pretty good idea, to me.
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I'd go in the other direction. The problem is not that the monsters don't have enough life or don't do enough damage or have enough resists. It's that the players are either immune or almost immune to whatever damage the monster does, thanks to uber-gear.
Really, how much skill does it take to beat Toxeus when you have -100% Damage from Undead? How much damage would he have to do, or how much HP would he need to have, in order to make the fight 'challenging'?
If people really want harder bosses, then don't buff the bosses. Debuff the players. So I'd give each boss an aura that:
1) Reflects 200% damage back at the player if he attacks from outside a certain radius (stops mages from killing bosses with Eruption from miles away). When the player enters the boss's radius, the aura stops doing its reflect damage and changes instead to:
2) Auto-capping all player resists and +% bonuses. So it would reduce all the player's resists to, say, 20%. It may also cut CAP, Dodge Attacks, Recharge, Less Damage from... etc to a nominal value of, say, 30%. It would also apply a hard cap of 1000 DA for the player, regardless of gear.
Going in to face Toxeus or Nate with a max of 1k DA, only 30% Dodge Attacks and/or -30% Damage from Undead would be a whole different ball-game from the current uber-easy max DA/max Dodge/-100% Damage from Undead approach.
If that still wasn't deemed challenging enough, then simply lower the caps until you reach a point where the vets are happy.