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IDProjectCategoryLast Update
0004621Valley 1Balance IssueOct 6, 2011 9:11 am
Reporterinfernalmachine Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version0.518 
Fixed in Version0.519 
Summary0004621: New microboss HP too high now
DescriptionMicrobosses got 4x HP in 0.518. That makes each one almost 8x higher than my level 12 toon (40K vs. 5-6K)IIRC. In the open area where you meet them (no cover at all), you can't kill one off before at least another joins them. But when facing 2 or more, the health potion timer means you just die. Again, there's no cover to hide behind.

Anyway, it went from arguably too easy to way too hard now (ie harder than killing a lieutenant).
TagsNo tags attached.
Internal WeightNew

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Tayrtahn

Oct 6, 2011 1:26 am

reporter   ~0015843

Agreed. I nearly cried when the miniboss joined in the fight too.

FallingStar

Oct 6, 2011 1:38 am

reporter   ~0015844

Last edited: Oct 6, 2011 1:41 am

Yup, the marauding microbosses are now above lieutenants hp wise, though the lieutenants still threaten to kill me more due to layouts and abilities (fighting marauders at the edge of the map where you can escape after nuking one at a time, then get an Ilari heal is a grindy way to do it now). When approximately the same level I was getting lvl 28 lieutenant = 33k, and level 29 micros = 40 k. I think about half current value(?) would be better as it would be a hard fight and might take a couple runs to weed out one or two marauders then going back to get the other two. If that magical balance could be found --where it was a tough fight that might take a few goes and a handful of health/ mana pots -- it would make paying them off a consideration, rather than a laugh or a necessity.

A bit odd if they were ~40k each at both civ 12 and at civ 29.

The shadow bats in tunnels (what class are those? mini boss?) still are about 5k hp each at level 30 when I was civ 28, which does seem a touch too low to me if I have auto aim on to help dish out the pain. Takes about 4-5 shots each of a tier 3 spell (well actually two alternating). I think they could be buffed slightly to make gem diving a little bit harder esp since that's some of the best loot presently in game.

Edit - I think I mentioned that last bit before, don't want to beat on it if its been moved past, just thought I'd stick it in in case there was confusion on mini vs micro boss or terminology something on my end.

Jerebaldo1

Oct 6, 2011 5:37 am

reporter   ~0015853

It seems like 2-2.5x would be a better adjustment

Chris_McElligottPark

Oct 6, 2011 9:11 am

administrator   ~0015863

Okay, let's see how this does:

* Microboss health has been dropped by half compared to the prior version.

* The health of the giant shadow bat minibosses have been quadrupled.

Issue History

Date Modified Username Field Change
Oct 5, 2011 11:51 pm infernalmachine New Issue
Oct 5, 2011 11:52 pm infernalmachine Summary New microboss HP to high now => New microboss HP too high now
Oct 6, 2011 1:26 am Tayrtahn Note Added: 0015843
Oct 6, 2011 1:38 am FallingStar Note Added: 0015844
Oct 6, 2011 1:41 am FallingStar Note Edited: 0015844
Oct 6, 2011 5:37 am Jerebaldo1 Note Added: 0015853
Oct 6, 2011 9:11 am Chris_McElligottPark Internal Weight => New
Oct 6, 2011 9:11 am Chris_McElligottPark Note Added: 0015863
Oct 6, 2011 9:11 am Chris_McElligottPark Status new => resolved
Oct 6, 2011 9:11 am Chris_McElligottPark Fixed in Version => 0.519
Oct 6, 2011 9:11 am Chris_McElligottPark Resolution open => fixed
Oct 6, 2011 9:11 am Chris_McElligottPark Assigned To => Chris_McElligottPark
Apr 14, 2014 9:29 am Chris_McElligottPark Category Gameplay - Balance Issue => Balance Issue