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Regional Flaglet's talk about enrage timersSource
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Loren
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#1 - 2012/05/04 06:21:00 PM
Jay Wilson recently said there would be enrage timers on enemies in Inferno, although we have known about enrage timers for months now due to the patch notes.

I think that enrage timers on specific boss encounters is fine. What I don't want is for every other champion pack I come across in Inferno to have an enrage timer. It's a gimmicky mechanic that is very punishing.

It also punishes players for coming up with 'survival' builds that do very little dps but has a lot of focus on self heals and damage avoidance/reduction.

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Blue Poster
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#465 - 2012/05/06 05:43:00 PM
I know what some boss enrage timers are, but to save spoilers I'll transpose it onto the Skeleton King. So, as an imaginary example, in Inferno if you don't kill the Skeleton King within four minutes he starts spawning three times the amount of skeletons. That creates a much tougher situation, but it's one you could very well handle if played right.

People kiting the Skeleton King around for an hour with their level 3 characters is fun to see. It's not fun when it's level 60's at end game and item drops matter. To make these kills and thus a character's progression matter we need to try to fight cheesy tactics that allow people to just flop through the game.

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Blue Poster
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#489 - 2012/05/06 06:14:00 PM
05/06/2012 10:55 AMPosted by Damastes
Don't force people to be efficient if they don't want to be.


The point of the game is efficiency... Killing monsters as quickly as possible to maximize your time to find the drops you want. That is the game. I think you should do whatever you think is fun, absolutely, but if you want to go at a slower pace, not really worry much about maximizing efficiency, and just kind of take it at your own speed you're going to have a pretty rough time in Nightmare let alone Inferno. Hopefully as the game progresses and difficulty ramps up you're naturally being encouraged to tighten up your build and scrutinize your gear more and more.

In any case though, as I detailed the enrage timers aren't "I Win" buttons for the bosses, so a more defensive build should still be able to progress if they're geared and being played well.

This is rather unproductive. You (Blizzard) have continuously claimed that the best loot is off rare spawns so unless every rare and champion spawn is also going to have enrage timers, what exactly is the point of putting an artificial timer on a fight. Individuals don't grow in strength after long battle. In fact, the realistic circumstances would actually weaken the boss over time but then again when was fiction based on reality?


With the Nephalem Valor buff the best loot is off champions, rares, and (assuming the buff is up) bosses. As I said the point is ensuring "legitimate" progression. But if someone wants to farm rares and champions in the beginning of Act I because they can't beat the Skeleton King, they should absolutely do that. And actually, everyone should be expecting to do exactly that when they reach Inferno.

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Blue Poster
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#496 - 2012/05/06 06:22:00 PM
05/06/2012 11:20 AMPosted by Berkilak
You can very often achieve the same goal without the metagamey "I Win" button.


They aren't "I Win" buttons.

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Blue Poster
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#500 - 2012/05/06 06:25:00 PM
05/06/2012 11:21 AMPosted by Omniscient
what exactly does the enrage timer hope to accomplish other than becoming an artificial barrier of progress?


Nope! You nailed it, that's the intent of an enrage timer.

I like how you throw in "artificial" as a negative. It's a video game. It's all designed and artificial. If there's a "natural" or "organic" way to stymie someone's attempt to cheese their way through a boss kill I'd be happy to hear it.

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Blue Poster
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#502 - 2012/05/06 06:26:00 PM
05/06/2012 11:25 AMPosted by Kaz
Gotta farm up that tier gear before you progress! Hello boring MMO structure.


Not a big Diablo fan, huh?