Last Epoch

Last Epoch

WTF is up with boss difficulty?
Normal minions, I nuke. We're talking hits ranging from 3K-7K.

Bosses, I do far less damage to, all my numbers are cut in a least half if not by 75%. I can barely hit for 2K and tend to hit for around 1K.

Artificial difficulty increase or am I missing a mechanic? It feels really ♥♥♥♥♥♥♥ cheap to me.
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Zobrazeno 1630 z 47 komentářů
For damage you gotta have abilities that pierce or reduce resistances.

The bosses don't have any one shot abilities until higher corruption with your resistances capped. It's easy to build for damage, but in these types of games you gotta figure out how to fit all your resistances in.
Delete the boss in 1 second, problem solved. Lagon is the only boss with semi-decent mechanics. The others are very simple or just chaotic.
I've noticed my dps gets lower and lower as the fight goes on. The first 10% of their hp is eliminated in like 3 seconds. The final 10% is like 30 seconds. What's up with that?
Partyrock původně napsal:
I've noticed my dps gets lower and lower as the fight goes on. The first 10% of their hp is eliminated in like 3 seconds. The final 10% is like 30 seconds. What's up with that?

Dynamic DR. The more you build for damage, and the more damage you do, the higher the DR bosses get.
Maybe if I didn't have to ♥♥♥♥♥♥♥ grind out ability levels in order to try something else it wouldn't be an issue.
You don't have to grind anything.
Minimum level of skill raises with your character level, so above lvl 80, your skills always start at 10 skill points, AND they get boosted experience. That means, I usually need to clear one map and it's maxed out.

I'm sorry though, I'm an adult that doesn't have immense amounts of free time to do such trivial nonsense. I'd rather go play something else that doesn't make me waste hours of my time just to experiment. After all, the devs aren't paying me, I'm paying them.
Hah, hours. One map is like what, 5 minutes at most to clear?
Luckily devs wont listen to you because they know something about game design.

In your mind they should remove boss resists and defences and then what? Make it weak as normal ads? Or boost HP to compensate low deff making it a dmg sponge which would in turn make penetration stats obsolete for people that invested in them.

Its always the case, people who know the least, act like they know better thsn professionals.
Naposledy upravil GLUREK; 18. bře. 2024 v 9.36
Go and redo first act over and over if you cant deal with challenge
Gorwe 18. bře. 2024 v 10.15 
DustaDust původně napsal:
Bosses have more armor, crit avoidance, resistances, so on and so forth.

Where can we see these numbers?
Overall the enemies in last act are overpowered even if you are few levels above.
Devs simply didn´t know what they are doing and were - oh, just give them ♥♥♥♥♥♥♥♥ of annoying enemies with sudden difficulty spike.
Dickwaffles.
Drago 18. bře. 2024 v 15.30 
Adaptive damage reduction.
Only lagon is a challenge for some classes. The other bosses are just dmg sponges.
The boss roadblock is a major issue when progressing the story line and early to mid monoliths. If we had achievements, the Lagon completion rate is likely below 10% of people who played. It's one thing to say learn to play better or learn the mechanics. However, some, if not a few, builds are almost useless against a single target God-Boss such as anything that uses ricochet mechanics like shield throw. Ranged classes with stacked ward can make these fights seem trivial. Other classes and builds, especially melee can have it very rough.

Now, if you want to drive away very young players, handicapped players, people without the patience to learn mechanics and people who want to play builds that do badly against these bosses early on- fine, make it souls like light.

However, you could also offer the option to players after X number of deaths of a stage boss to fight a weaker version for some kind of exp penalty or loot hit until it is fought in normal mode and defeated. At least people can progress to the end of the story and into monoliths.
Naposledy upravil Grimbor; 18. bře. 2024 v 15.47
From my experience loosing HC characters, the issues are:

1: No matter what Resistances you have, you always have 0% at lv 75+ areas if you would have had 75% (capped). Resistance Shred removes the UNCAPPED first while ALL enemies have area penetration equal to the area level thats applied AFTER the resistances are limited to maximum of 75%.

2: Bosses rely on One-shot/Heavy Damage Arena Wide Attacks that are telegraphed/shown with 1s delay or something. Having a "Traversal" skill is REQUIRED for all builds. Having 2 (Acolyte, Lich) is even better.

3: The order in which one builds gear on HC (from my experiences) (Resistances (75-100) > HP and Ward > Vitality)

4: If your playing Hardcore mode NEVER GET INTO DUNGEONS AT ALL.
And NEVER EVER fight bosses after you get to Lagons Island. Grind to lv 58 (Normal mobs) and then grind the first Timeline (Lv 58+) but ignore the last boss encounter. Start gearing up with even more HP/Ward until you feel you can tank the boss. Then try the next Timeline after, repeat.

5: Bosses have "Dynamic Damage Resistance". The more burst damage you do, the less damage they take. Therefore stacking pure damage is negated and is a wasted effort apparently.

6: Make sure you got a way to heal without potions. Lifeleech or Healing skills or anything that restores HP and/or Ward. More ways and better restoring heals is always a good idea.

Im sure other people have more help to offer but thats what i gathered from my HC deaths so far. Thanks for reading.
They're definitely a skill check, I died once to Lagon on my sorcerer because the consecutive stunlock from tentacle and his claw.
Bastion of fire boss though. That guy deleted me instantly. I had a pretty underbuilt character with ~40 res to all. They do require a better build and some actual tactics.
Psojed 18. bře. 2024 v 16.27 
Mr Yaotubo původně napsal:
1: No matter what Resistances you have, you always have 0% at lv 75+ areas if you would have had 75% (capped). Resistance Shred removes the UNCAPPED first while ALL enemies have area penetration equal to the area level thats applied AFTER the resistances are limited to maximum of 75%.

This wording is misleading.
A quote from the game guide: "Penetration applies after resistances are capped to 75%, and can reduce resistances to negative values."
If you have 75%, you get penetrated to 0%.
If you have 50%, you get penetrated to -25%.
If you have 0%, you get penetrated to -75%.

You take EXTRA damage if you don't have capped resistances. That's why capped resistances = basic part of ALL builds. It's a must-have for everyone.

Mr Yaotubo původně napsal:
2: Bosses rely on One-shot/Heavy Damage Arena Wide Attacks that are telegraphed/shown with 1s delay or something. Having a "Traversal" skill is REQUIRED for all builds. Having 2 (Acolyte, Lich) is even better.
This is incorrect.
I've seen players die on stream trying to rely on their Traversal skill, traversing straight through Lagon's Water Beam for example. Meanwhile, you can completely avoid boss attacks by simply walking into the right spot.
Traversal is NOT required. Having a Traversal skill still requires you to learn about the skill itself and skills the boss is using.

Mr Yaotubo původně napsal:
3: The order in which one builds gear on HC (from my experiences) (Resistances (75-100) > HP and Ward > Vitality)
Mr Yaotubo původně napsal:
6: Make sure you got a way to heal without potions.
1 Vitality = 6 HP. The way you should build any character has always three parts:

The basics/must-haves: Resistances 75% and HP above 1000
The sustain: Health Regen OR Damage Leech OR Ward per Second/per Cast
The defensive layers: DR% from your class > Armor > Endurance > Block > Dodge

You can read more about the available options in my guide:

https://steamcommunity.com/sharedfiles/filedetails/?id=3172283743

Mr Yaotubo původně napsal:
4: If your playing Hardcore mode NEVER GET INTO DUNGEONS AT ALL.
A silly rule, but you do you.

Mr Yaotubo původně napsal:
5: Bosses have "Dynamic Damage Resistance". The more burst damage you do, the less damage they take. Therefore stacking pure damage is negated and is a wasted effort apparently.
This is a hoax that's been perpetuated since 2020 when that mechanic actually existed.

If stacking damage is negated today, then explain this T4 bosskill in 5 seconds:

https://www.youtube.com/watch?v=ttZPrPUZqPE
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Datum zveřejnění: 17. bře. 2024 v 16.57
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