i’m pretty stoked to try out the new dlc by reading all this stuff =)
also quite amused by the same old balance/class/weapon arguments that have found its way into here lol. it’s great that people can do certain feats with certain classes (especially if it’s their role).
I can only agree, create a boss door thread to discuss those. Create a balance discussion thread to discuss that. Let’s leave the PvP to either DM or go boot up Fight Night and duke it out once and for all.
Well don´t take that in a bad mind , but maybe just close patch notes from beginning?
That the discussion went from a bosswall-HM to an overall balance strife, ok that was my fault. But actually these here are only patch notes and there is a bug/feedback section for probably everything, which got written down here and in other patch notes threads. No matter if it relies on them or not.
Then we may have a fundamental disagreement. I don’t think you should be forced to fight bosses, except for the big Act bosses. Rat ogres and chaos spawn, trolls, stormfiends should totally be avoidable if that’s just the better option in the moment. It needs to be our call.
I don’t care about speedrunning either way. I never did that. But if other people did, more power to them if that’s how they wanted to roll. And if someone wants to fight a boss no matter what, fine, do it. But the game just shouldn’t force it with these flimsy “walls” that are no more than a flimsy dribble of vomit.
Sometimes you may want to lure a boss to a more advantageous spot to fight it at. Or at least somewhere that it would suck slightly less. And if you could if there wasn’t a boss wall, why not? It should be our call.
And that’s not even mentioning when your fallen allies respawn behind them.
Sure is, nothing you have written is a negative.
Yes, you should be forced to fight bosses, they aren’t units you should be able to run away from, what’s even the point of trying? You’ll end up at a scripted event further into the level and now you have a boss aswell as the event. If your enemy see you as that much of a threat that they throw a special unit who normaly could take care of an entire army group then they will not stop going after you, this isn’t a stealth game anyway. I would have agreed that they should be avoidable if they spawned like a vermine patrol but they don’t they are engaged in battle the second they spawn.
Lure the boss? You can always backtrack, it’s not an advantage to go forward through monsters that are in your way, that’s not more advantegous, that’s a garanted death.
So don’t die against bosses… if you die you should be punished. And if you want to be able to ress then backtrack as far as you can go in hope of them spawning infront of the wall.
I believe the biggest reason for the necessity of those walls are technical reasons.
The AI breaking if you move too fast is one thing.
Discouraging speedrunners is another - I suppose those walls could drop in a solo gamemode, or disappear after 5 minutes or smth.
But, unlike V1, a party in V2 can be incredibly mobile. You can have players with dash, teleport, leap, coupled at times with temporary stealth or extreme bursts of movespeed.
Bosses just can’t keep up with that, unless they have a proper pathing AI, something the game just isn’t set up for.
It might indeed get stuck somewhere.
Is this a cheap solution? Yes, it is. But it is a solution. For which there are threads.
Well, there’s threads for most everything that’s been changed in the patch, that’s why it’s been changed.
Though, I got an actual question: How is it decided whether, say, a weapon is too strong, or the others too weak.
F.Ex. I always thought the Halberd was too good, and needed a little slowdown - and I still think so. Yet obviously that perception also stems from a direct comparison to other weapons of the class, which were now buffed.
Are weapons meant to be equal within a class, but not between (say, a class being slightly more apt in melee by virtue of it’s equipment to make up for generally weaker passives or a stronger ranged component)?
And, maybe more in the design niche, how is it decided if a weapons push-stab is AP or CC? I would assume CC makes a lot more sense, but then there’s weapons like the 2h Sword that have it in spades. How is that decision made, especially on less clear-cut equipment?
Weapons need to have cross character balance too, at least as long as we have effectively the same weapons on several characters. The best examples, in my opinion, are Empire Two-hander, on both Victor and Markus, especially as it used to be, and Arming Sword on Markus and Sienna. On Victor it had its place as there is no other melee weapon specialized on crowd handling. On Markus it got lost (and still slightly does) between 2-h Hammer, Mace, Exec and Halberd, all of which handle crowds extremely well and do (and did) other stuff besides. The Arming sword, on the other hand, is shared by two very different characters, and having it on Markus’s general level might make it too strong for Sienna (or her perceived melee level at least).
And while the boss wall conversation would likely be better moved into its own thread, I’ll still say my bit. The players getting most affected by the walls are those who speedrun maps solely for loot, aka abuse some systems of the game. Those who do speedrunning for fun can still do it on modded realm (at least as soon as the mod to get rid of the walls appears, as I’m certain it will), and those who don’t mind speedrunning are more concerned with dead party members’ respawning, which can well be tweaked (and should, if it hasn’t been already) without touching the walls. Yes, saving clutches by rescuing respawned party members should be possible, but it doesn’t exclude the boss walls.
I think it will come. They actually focus on gamecrashes + okri. I think we’ve to live with some bugs (like cod challenge, stucks, graphic issues etc.) until the next big patch.
We lived with some issues the last 6 month and even all bugs are not fixed yet. As long as the game stops crashing and the new maps will count on okri, i’m fine…
There are just 8 maps left with no known issues actually.
I don’t get it though… it’s no rush, we’ve been waiting all this time for DLC, another week or two won’t kill us. Patch the beta, let us test the patch, then proceed. I kinda wish they did this for all the patches to be honest.