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nerf the Madness Boss' health buffing curve a bit
Posted: Wed Feb 05, 2014 3:36 pm
by jinsediaoying
When I testing my build in mad, I debug and jump to the high peak, and I witness something horrible -- The final Bosses have 500k and 600k health!!!
Although I understand madness is mad, but I still think this is way too much.
Before buffing, they only have 35k and 45k health, but now, 600k..
This is way beyond the doable range, only very very limit builds are able to kill them.
I think the curve act abnormally in highpeak, because even the Orc tribe leaders only have around 100k health, but the white name monsters in highpeak all have at least 50k.
Re: nerf the Madness Boss' health buffing curve a bit
Posted: Wed Feb 05, 2014 8:21 pm
by Stition
I'm of the opposite opinion. The scaling will force creative solutions, and the final boss will feel like a boss.
Flurry on a poorly geared marauder without the item vault hit the mage for 26k. With better gear or a higher damage class you could probably hit for 50k. They need health in that range so they're not trivial.
I'll respond more in depth later, since I have a class in a couple minutes, but please don't nerf madness. I have a temporal warden that just finished dreadful and would like to experience truly difficult tome.
Re: nerf the Madness Boss' health buffing curve a bit
Posted: Wed Feb 05, 2014 10:30 pm
by Mewtarthio
It's Madness. The whole point is that it's utterly ridiculous how much the game screws you over.
Re: nerf the Madness Boss' health buffing curve a bit
Posted: Wed Feb 05, 2014 11:45 pm
by jinsediaoying
Stition wrote:I'm of the opposite opinion. The scaling will force creative solutions, and the final boss will feel like a boss.
Flurry on a poorly geared marauder without the item vault hit the mage for 26k. With better gear or a higher damage class you could probably hit for 50k. They need health in that range so they're not trivial.
I'll respond more in depth later, since I have a class in a couple minutes, but please don't nerf madness. I have a temporal warden that just finished dreadful and would like to experience truly difficult tome.
Oh, you are the guy who win the madness before the buff, I watched your video. Well done!
My main opinion is NOT that madness should go back before buffing. It is that curve does not coherent between highpeak and the rest of the world and need some fix.
For example, the Golem King supposed to be a little bit stronger then the final boss, but due to this curving system, it only have 70k health, which is way lower than the final bosses' 500k.
I would say make this curve more linear with the story line is better, such as make it 300K ish for a 160 level elite boss (the final bosses) and 200K ish for a 100 level elite boss (the orc warlord).
Re: nerf the Madness Boss' health buffing curve a bit
Posted: Thu Feb 06, 2014 1:49 am
by jinsediaoying
Stition wrote:I'm of the opposite opinion. The scaling will force creative solutions, and the final boss will feel like a boss.
Flurry on a poorly geared marauder without the item vault hit the mage for 26k. With better gear or a higher damage class you could probably hit for 50k. They need health in that range so they're not trivial.
I'll respond more in depth later, since I have a class in a couple minutes, but please don't nerf madness. I have a temporal warden that just finished dreadful and would like to experience truly difficult tome.
Actually I don't think any class other than advanturer can kill those guys before your fingers broken down...
Re: nerf the Madness Boss' health buffing curve a bit
Posted: Thu Feb 06, 2014 2:08 am
by Crim, The Red Thunder
But don't we already HAVE a madness win?
Re: nerf the Madness Boss' health buffing curve a bit
Posted: Thu Feb 06, 2014 2:14 am
by jinsediaoying
Crim, The Red Thunder wrote:But don't we already HAVE a madness win?
I think that is before the buffing, which the final bosses have only 55k health instead of 500k
Re: nerf the Madness Boss' health buffing curve a bit
Posted: Thu Feb 06, 2014 2:33 am
by HousePet
jinsediaoying wrote:Actually I don't think any class other than advanturer can kill those guys before your fingers broken down...
This sounds like a serious health hazard!
Re: nerf the Madness Boss' health buffing curve a bit
Posted: Thu Feb 06, 2014 2:40 am
by The Revanchist
Heh... With the nerve-wracking safety proofing you'd have to do, your mind should break down
long before your fingers.
And that's not even considering resolve...
Re: nerf the Madness Boss' health buffing curve a bit
Posted: Thu Feb 06, 2014 4:02 am
by Stition
To even make it that far you've already proven a certain mental capacity for mind numbing game-play. Give people a year or so to see if its even possible to make it that far before trying to balance them.
How much health does the sun paladin get? He should get some random extra classes too. If he's a summoner you'll just need to run away until he kills them for you. There's no knowing until someone gets far enough.
Re: nerf the Madness Boss' health buffing curve a bit
Posted: Thu Feb 06, 2014 4:09 am
by jinsediaoying
Stition wrote:To even make it that far you've already proven a certain mental capacity for mind numbing game-play. Give people a year or so to see if its even possible to make it that far before trying to balance them.
How much health does the sun paladin get? He should get some random extra classes too. If he's a summoner you'll just need to run away until he kills them for you. There's no knowing until someone gets far enough.
Her health is 400K, and her second life's value is 240K. So she probably will live forever...