Has there been discussion on this? I'm assuming it has come up within the community but was unsure of the devs have ever discussed the possibility of bosses rolling a few random affixes each play through from a pool a the existing affixes like the elite packs we encounter.
Belial with Jailer and Arcane. Or Diablo with Vortex and Illusionist.... *shudders*
Any thoughts, my fellow DiabloFans?
Edit: And of course there would be certain affixes that would not work with specific boss fight mechanics, but there is a large enough pool currently (and I assume more will be introduced in expansions) to where each boss could have several nice random affixes to draw from.
King Leoric with morter and molten
Butcher with fast and plagued
Zolten kulle with fast and frozen
Belial with Jailer and Vampiric
Big gas dude(whatever he's name is) With teleport
Siegebreaker with illusionist and morter
and lastly Diablo with Jailer and walling and invulnable minions so that the shadow clones we fight will be invulnable on inferno XD
I'd rather have them being reworked and improved instead.
With a lot more randomness to their abilities (4-5 Butcher hooks in a row), more environmental dangers, random Elite summons (just 1 champion mob, no rares) every 25/33% health dropped, or random mass white mob summoning, and more abilities
All that obviously with a big buff to anything loot-related
Belial with Vortex would be insanity. As would Diablo with something like Nightmarish
I'd rather have them being reworked and improved instead.
With a lot more randomness to their abilities (4-5 Butcher hooks in a row), more environmental dangers, random Elite summons (just 1 champion mob, no rares) every 25/33% health dropped, or random mass white mob summoning, and more abilities
All that obviously with a big buff to anything loot-related
Belial with Vortex would be insanity. As would Diablo with something like Nightmarish
Agree with OP and this. Adding in random affixes would be really fun. I also agree having bosses mechanics also more randomized (too easy to tell exactly what the Butcher is going to do, for example) would be awesome.
The sequence is pretty obvious (for the Butcher and Siegebreaker for instance).
And the effects of most boss attacks are just too bland (just damage, sometimes with stun/cc). I'd like to see stacking debuffs that make even the most well equipped player be mindful of those mechanics.
I don't understand why you'd want to increase the difficulty of bosses that most people skip because the time investment generally isn't considered worthwhile.
I don't understand why you'd want to increase the difficulty of bosses that most people skip because the time investment generally isn't considered worthwhile.
Is the point to make bosses completely ignored?
I include bosses in my runs because I enjoy the added challenge at harder MP lvls. People farmed the Uber bosses when they really wanted hellfire rings. Make the rewards scale decently enough and you alleviate the problem of not enough reward for the effort.
I include bosses in my runs because I enjoy the added challenge at harder MP lvls. People farmed the Uber bosses when they really wanted hellfire rings. Make the rewards scale decently enough and you alleviate the problem of not enough reward for the effort.
What I'm saying is that most people already ignore most bosses for a variety of reasons (inaccessibility, time to kill, too early in the storyline, etc.). You're proposing adding difficulty to bosses.
In light of all of that, how do you plan to make bosses desirebale to kill? What "scaling" would loot receive? How do you adjust for the pre-existing issues? If you don't have answers for that then you're just taking a bad situation and making it worse.
I agree that most of the bosses in the game are pretty straightforward as far as their skill-sets go. They only focus damage, CC effects, and some have some movement abilities, but that's it. I would like to see boss characters get more dynamic in ways similar to elite mobs on Inferno mode. I was particularly disappointed in the fight with Diablo, I'd have liked to have seen him be a little more creative in how he fights.
The idea of random abilities is pretty sound, but I don't just want to see the typical ones from elite mobs being added on, but rather a special set of affixes that only apply to boss-esque enemies, like act-bosses or mini-bosses. Also, I miss bosses being totally surrounded with mobs of enemies. The boss fights feel very staged in this game, so I'd definitely like to see some change to their abilities and I'd like to see some monsters (other than what they summon) come around during fights.
In light of all of that, how do you plan to make bosses desirebale to kill? What "scaling" would loot receive? How do you adjust for the pre-existing issues? If you don't have answers for that then you're just taking a bad situation and making it worse.
Adding variation to bosses (by adding new random affixes trash spawns, or expanding their own inherent skills) shouldn't be something to fear because some people won't attempt them. I also think that if they ever open up all acts and waypoints (and opt out of cutscenes) we would see more frequent boss runs.
That being said, yes there would be a needed give to the take going on.
Here are a few loose ideas that anyone could expand on. Since we aren't devs it's all academic and I probably wont try to elaborate because I'm not that invested in this idea.
- Scale up general drops of legendaries (5NV stacks with #MP = certain added chance type thing)
- Scale up chance of specific legendaries (in addition to legendaries in general) ie The Butcher has an increased chance to drop Butcher's Sickle in addition to a flat %increase on on leg drops. (Travis or Wyatt touched upon this in their twitch chat last week).
- Introduce boss specific crating mats and associate them with new gear or fun craftables. Much in the way demonic essence or keys have been.
- Cosmetic Items (akin to angel wings or HotS wings and far beyond) Be imaginative on this one.
- Killing a boss provides a buff like the ones offered from Shrines. Or make new boss only kill buffs. (Killing Diablo gives you %chance to channel lightning inferno or maybe killing the Skeleton king offers you a short term buff allowing you to spawn skeletons on hit.)
OT : I feel this would be pretty nice cause u would get some challenge when fighting bosses but I think its pretty useless in the fact that nobody really wants to kill bosses and why go through the trouble when its 1000000x more efficient to farm white mobs on high MP.If bosses actually had like even a slight upgrade to their loot table or smth , not make them the best place to farm, but just good enough that players would not ignore them at the end of their run.
I like the idea of facing a boss not knowing exactly what to expect.
Some work may be needed as well as balancing and tuning both affixes and drops (be it special crafting materials or soulbound legendaries), but the idea is intriguing.
Also, currently boss fight are not much fun nor challenging: killing Diablo for the 1st time was deflating since it was easier than reaching Diablo, which, for me, is not the optimum for a game.
Belial with Jailer and Arcane. Or Diablo with Vortex and Illusionist.... *shudders*
Any thoughts, my fellow DiabloFans?
Edit: And of course there would be certain affixes that would not work with specific boss fight mechanics, but there is a large enough pool currently (and I assume more will be introduced in expansions) to where each boss could have several nice random affixes to draw from.
Well to elaborate what i would like to see.
King Leoric with morter and molten
Butcher with fast and plagued
Zolten kulle with fast and frozen
Belial with Jailer and Vampiric
Big gas dude(whatever he's name is) With teleport
Siegebreaker with illusionist and morter
and lastly Diablo with Jailer and walling and invulnable minions so that the shadow clones we fight will be invulnable on inferno XD
Battle.net Profile / Diablo Progress Profile
Haha. DAAAYYYAAAMMNN!!!
Winner !
http://eu.battle.net/d3/en/profile/Twoflower-2131/hero/47336841
With a lot more randomness to their abilities (4-5 Butcher hooks in a row), more environmental dangers, random Elite summons (just 1 champion mob, no rares) every 25/33% health dropped, or random mass white mob summoning, and more abilities
All that obviously with a big buff to anything loot-related
Belial with Vortex would be insanity. As would Diablo with something like Nightmarish
Agree with OP and this. Adding in random affixes would be really fun. I also agree having bosses mechanics also more randomized (too easy to tell exactly what the Butcher is going to do, for example) would be awesome.
And the effects of most boss attacks are just too bland (just damage, sometimes with stun/cc). I'd like to see stacking debuffs that make even the most well equipped player be mindful of those mechanics.
im up for to be honest. that would msot epic fun
Is the point to make bosses completely ignored?
I include bosses in my runs because I enjoy the added challenge at harder MP lvls. People farmed the Uber bosses when they really wanted hellfire rings. Make the rewards scale decently enough and you alleviate the problem of not enough reward for the effort.
What I'm saying is that most people already ignore most bosses for a variety of reasons (inaccessibility, time to kill, too early in the storyline, etc.). You're proposing adding difficulty to bosses.
In light of all of that, how do you plan to make bosses desirebale to kill? What "scaling" would loot receive? How do you adjust for the pre-existing issues? If you don't have answers for that then you're just taking a bad situation and making it worse.
The idea of random abilities is pretty sound, but I don't just want to see the typical ones from elite mobs being added on, but rather a special set of affixes that only apply to boss-esque enemies, like act-bosses or mini-bosses. Also, I miss bosses being totally surrounded with mobs of enemies. The boss fights feel very staged in this game, so I'd definitely like to see some change to their abilities and I'd like to see some monsters (other than what they summon) come around during fights.
Adding variation to bosses (by adding new random affixes trash spawns, or expanding their own inherent skills) shouldn't be something to fear because some people won't attempt them. I also think that if they ever open up all acts and waypoints (and opt out of cutscenes) we would see more frequent boss runs.
That being said, yes there would be a needed give to the take going on.
Here are a few loose ideas that anyone could expand on. Since we aren't devs it's all academic and I probably wont try to elaborate because I'm not that invested in this idea.
- Scale up general drops of legendaries (5NV stacks with #MP = certain added chance type thing)
- Scale up chance of specific legendaries (in addition to legendaries in general) ie The Butcher has an increased chance to drop Butcher's Sickle in addition to a flat %increase on on leg drops. (Travis or Wyatt touched upon this in their twitch chat last week).
- Introduce boss specific crating mats and associate them with new gear or fun craftables. Much in the way demonic essence or keys have been.
- Cosmetic Items (akin to angel wings or HotS wings and far beyond) Be imaginative on this one.
- Killing a boss provides a buff like the ones offered from Shrines. Or make new boss only kill buffs. (Killing Diablo gives you %chance to channel lightning inferno or maybe killing the Skeleton king offers you a short term buff allowing you to spawn skeletons on hit.)
imagine MP10 UBERS with that shit going on lol.
OT : I feel this would be pretty nice cause u would get some challenge when fighting bosses but I think its pretty useless in the fact that nobody really wants to kill bosses and why go through the trouble when its 1000000x more efficient to farm white mobs on high MP.If bosses actually had like even a slight upgrade to their loot table or smth , not make them the best place to farm, but just good enough that players would not ignore them at the end of their run.
Some work may be needed as well as balancing and tuning both affixes and drops (be it special crafting materials or soulbound legendaries), but the idea is intriguing.
Also, currently boss fight are not much fun nor challenging: killing Diablo for the 1st time was deflating since it was easier than reaching Diablo, which, for me, is not the optimum for a game.