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IDProjectCategoryLast Update
0004648Valley 1Balance IssueOct 7, 2011 10:02 am
ReporterTayrtahn Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version0.519 
Fixed in Version0.520 
Summary0004648: Microbosses still very difficult
DescriptionMicrobosses seem to still be very difficult to fight.

This save file has the player (civ level 3) in a chunk with a group of level 1 microbosses guarding a resource cache. The monsters are a mix of ice bats, skelebots, and a dragon. You may notice that it's quite a challenge, despite the level difference!
TagsNo tags attached.
Internal WeightMajor Problem

Activities

FallingStar

Oct 7, 2011 12:33 am

reporter   ~0016029

I gave it a whirl, the initial setup is pretty tough but with a few changes it was a quick fight. I'll give you my strategy, might give insight on how its being played and if the devs want it to be that complex or not.

The main issue was that the player starts pinned near the dragon that seemed to get all health bonuses so is very beefy (60k health). Have to separate it from the bats or the slowdown + fire DOT is deadly.

I ended up giving a quick dodging recon to see what was up with the setup -- got pretty hurt but then warped back to your settlement to get a free heal + grab more health and heal scrolls (since you had the dust for it). Changed the main spells to energy pulse and fireball to be more efficient at range.

When I warped back to the chunk with the microbosses I was near the middle of it -- I would have dodged there if I hadn't been near the middle to start. Picked off the bats with auto-target and holding down fireball and energy pulse. Then the dragon lumbered over, and was very slow due to being under level, just sat at range and nuked. Took about 45 seconds once I hit the actual fight, used 2 mana scrolls, and other than the recon didn't need any health items, which was probably more luck than skill. If I had been taking lots of damage I would have tried to pick off 1 or 2 micros, then warped, healed, then came back for more.

One thing I like about microboss fights is that you can warp, always leave and heal up, its not like evil towers or underground. Which can feel like you're almost cheating, but does give it a unique feel.

So again, I like it, think it was tactical more than hard, just getting set up right. But it might be way more than a beginning player might be expected to know/do . . .though honestly those lumber deposits aren't doing anything till civ 7 or so? So might be about half the level most people would be before trying those micro bosses, at which time I'd think they would be pretty puny.

JamesMowery

Oct 7, 2011 1:06 am

reporter   ~0016030

Last edited: Oct 7, 2011 1:08 am

I'd go beyond just hard. It's almost impossible. I'm a level 10 civ and I went to fight a level 6 microboss and I almost repeatedly died. It's like the game itself has become far too hard. I'm somewhat confused what I should do now because I feel everything is overpowered in the game now. I can't fight bosses because I'm getting my butt handed to me by even lower leveled bossed.

I also went to fight at one of those vortex things that covered up the area of the lieutenant that I was having massive issues fighting (I was a level 9 - 10 fighting a level 8 lieutenant and couldn't beat them), and now I don't have a chance beating the vortex characters. It makes me sad, because I don't want to be forced to lower the difficulty level from normal, but I might have to in order to play reasonably.

Also, 15 second wait time to heal up is brutal. It's been like two days since I've played, but the game has all of the sudden gone from really enjoyable and challenging at times when it needs to be to just difficult all the time and not really as fun as it was.

I'm sure it the rebalancing would be ironed out, but I really enjoyed the game much more as it was before all these changes, because now it's just far too difficult. If you are fighting characters below your level, you should expect to win (I can't even beat level 6 mini bosses as a level 10). If you are fighting levels above your character, you should expect a serious challenge that is still winnable if you are insanely good. If you are fighting characters your same level, things should be a challenge but still beatable within reason.

Edit: I'm probably getting micro and mini bosses confused (I'm tired), but as far as I'm concerned every character with the name "boss" in its name is incredibly overpowered at this point in time. And the cool down time for health potions needs to be reduced or the enemies need to become significantly less powerful (or, preferably, a mixture of both).

FallingStar

Oct 7, 2011 3:00 am

reporter   ~0016034

I tried playing around with very high level chunks (+9) and some tougher microboss areas. I will say currently anything above about +5 chunk region is very very hard due to speed of projectiles and enemies + damage per hit (1/3 of bar or more which is what a heal can do). Imagining that those are intended to be playable and higher difficulties exist, some scaling back of damage, or new ways of mitigation etc probably are needed.

I really have mixed feelings on microbosses since positioning seems like everything on them. I wouldn't want to fight any much over my level. When considering the exp and such for killing them vs other bosses and the like they do still seem a bit out of line.

Just thinking it has a bit more to do with underlying damage amounts the player now takes (much higher % of health bar). For present I'd generally go easier, just to make higher difficulties meaningful overall. So a bit of a reversal on my end, though I tend to find the challenge on same level / +2 chunks nice. But then I guess I'm a glutton for punishment.

Jerebaldo1

Oct 7, 2011 6:13 am

reporter   ~0016035

Last edited: Oct 7, 2011 6:51 am

Yeah I'm going to switch to apprentice or journeyman action difficulty until difficulty is lowered globally. I also think it's just too high at the moment, mostly in terms of the bosses.

Edit: tried playing featherweight difficulty and a swarm of marauder ice bats continue to destroy me. I don't think I can proceed with the macrogame

tigersfan

Oct 7, 2011 8:36 am

reporter   ~0016045

I agree that in general, the microbosses are too difficult now. I have the difficulty level turned down, and I'm still struggling even when over-levelling the microbosses.

Chris_McElligottPark

Oct 7, 2011 9:05 am

administrator   ~0016056

These should really help quite a bit:

* Changed up the way that random stat bonuses are given to the bosses. Previously, all bosses had 20 points of bonuses to apply; this was WAY too tough.
** Now the microbosses only get 5 points, minibosses get 10 points, lieutenants get 15 points, and overlords still get 20 points.

* Bosses no longer get the randomization of movement speeds that regular enemies get (ranging from 0.9 to 1.2).

* Microboss base health has been further reduced by 1/3.

Chris_McElligottPark

Oct 7, 2011 9:16 am

administrator   ~0016059

Also just in:

* The time between heal scroll/potion and magic restoration potion uses has been reduced from 15 seconds to 10.
** When healing potions are auto-applied to you, this means that they are now 15s waits rather than 22.5 second waits.
** It simply wasn't very fun having to wait so long between potion uses, but this should still prevent players from spamming the spells.

* The action difficulty of the game now affects player health, in the following way:
** Featherweight: Health x5
** Apprentice: Health x3
** Hero (the default): Health x2
** Master Hero: No Change
** The Chosen One: Health x0.8

tigersfan

Oct 7, 2011 9:41 am

reporter   ~0016065

I like those changes, especially the ones about the stat bonuses to the bosses.

Jerebaldo1

Oct 7, 2011 10:02 am

reporter   ~0016066

Oooo, that and the shield spell made my day. I'm going to handle those ice bat micros yet, all 5 of them.

Issue History

Date Modified Username Field Change
Oct 6, 2011 11:05 pm Tayrtahn New Issue
Oct 6, 2011 11:05 pm Tayrtahn File Added: Europa.zip
Oct 7, 2011 12:33 am FallingStar Note Added: 0016029
Oct 7, 2011 1:06 am JamesMowery Note Added: 0016030
Oct 7, 2011 1:08 am JamesMowery Note Edited: 0016030
Oct 7, 2011 3:00 am FallingStar Note Added: 0016034
Oct 7, 2011 6:13 am Jerebaldo1 Note Added: 0016035
Oct 7, 2011 6:51 am Jerebaldo1 Note Edited: 0016035
Oct 7, 2011 8:36 am tigersfan Note Added: 0016045
Oct 7, 2011 8:36 am tigersfan Internal Weight => Major Problem
Oct 7, 2011 8:36 am tigersfan Assigned To => Chris_McElligottPark
Oct 7, 2011 8:36 am tigersfan Status new => assigned
Oct 7, 2011 9:05 am Chris_McElligottPark Note Added: 0016056
Oct 7, 2011 9:05 am Chris_McElligottPark Status assigned => resolved
Oct 7, 2011 9:05 am Chris_McElligottPark Fixed in Version => 0.520
Oct 7, 2011 9:05 am Chris_McElligottPark Resolution open => fixed
Oct 7, 2011 9:16 am Chris_McElligottPark Note Added: 0016059
Oct 7, 2011 9:41 am tigersfan Note Added: 0016065
Oct 7, 2011 10:02 am Jerebaldo1 Note Added: 0016066
Apr 14, 2014 9:29 am Chris_McElligottPark Category Gameplay - Balance Issue => Balance Issue