What is Diablo if you can`t farm Bosses for 3 hours

  • #1
    Nothing is happening on that field in Ros so 1 option for players less

    P.S. Dont say bizzard said that they don`t want players just to kill bosses.Because i play game how i want and giving 1 more option is good.

  • #2
    The point is, there should be more balance.
    Killing Bosses should be awarding n one way or another, it should be one of viable farming options. (as now is not)
  • #3
    I feel like this might be a failed attempt at sarcasm....
  • #4
    Quote from maka

    I feel like this might be a failed attempt at sarcasm....
    Nope dead serious:)) sarcasm can be bad for health
    Quote from Traumatan

    The point is, there should be more balance.
    Killing Bosses should be awarding n one way or another, it should be one of viable farming options. (as now is not)
    Should be like u can get some special items from them but chance to be lowerd a bit,so do normal run and at the end to do boss or just boss depending how bad you need that item

  • #5
    It wouldn't be a bad thing to have bosses as a viable farming method, but it needs to be done in an interesting way. I do enjoy being showered in uniques (golden shower? >_>) in Diablo 2, for sure. But finding a nice short map to Mephisto or Andariel to farm them over and over because their drops were good, it was rather just a pleasant coincidence more than anything.

    I know that Nephalem Valor stacks are going to be removed, but something relating to clearing areas or killing certain enemies (Elites? Keywardens?) then culminating finally in a boss kill for an additional reward that may be improved somehow, it could be interesting.

    An idea I had for Nephalem Rifts was to have the last floor (if they decide to stick with 10 floors, if not, then every so many floors, 10, 25, whatever) eventually lead to an act boss who had different abilities, they could be unique to the Rifts, improved from their base abilities, or be a combination of the other act bosses abilities, or even something else. Whatever the implementation, I wouldn't mind having the act bosses introduced in a compelling, meaningful (in the fact that they drop useful items, whether they be unique to this method of killing, or just an increased chance of dropping certain items) way.

    The only problems I could see with the random abilities is a way to concisely convey just what abilities they have, as it could be difficult to learn at a glance what they're capable of in a hardcore environment, but maybe the additional randomness and danger of it would make it all the more appealing to that crowd? Of course certain abilities wouldn't be technically or graphically possible to share, like Diablo's impaling and screaming in your face when he catches you in a cage, but the cages certainly could be used!

    Just a throwabout thought I had either way.
  • #6
    Quote from Mordakanen

    It wouldn't be a bad thing to have bosses as a viable farming method, but it needs to be done in an interesting way. I do enjoy being showered in uniques (golden shower? >_>) in Diablo 2, for sure. But finding a nice short map to Mephisto or Andariel to farm them over and over because their drops were good, it was rather just a pleasant coincidence more than anything.

    I know that Nephalem Valor stacks are going to be removed, but something relating to clearing areas or killing certain enemies (Elites? Keywardens?) then culminating finally in a boss kill for an additional reward that may be improved somehow, it could be interesting.

    An idea I had for Nephalem Rifts was to have the last floor (if they decide to stick with 10 floors, if not, then every so many floors, 10, 25, whatever) eventually lead to an act boss who had different abilities, they could be unique to the Rifts, improved from their base abilities, or be a combination of the other act bosses abilities, or even something else. Whatever the implementation, I wouldn't mind having the act bosses introduced in a compelling, meaningful (in the fact that they drop useful items, whether they be unique to this method of killing, or just an increased chance of dropping certain items) way.

    The only problems I could see with the random abilities is a way to concisely convey just what abilities they have, as it could be difficult to learn at a glance what they're capable of in a hardcore environment, but maybe the additional randomness and danger of it would make it all the more appealing to that crowd? Of course certain abilities wouldn't be technically or graphically possible to share, like Diablo's impaling and screaming in your face when he catches you in a cage, but the cages certainly could be used!

    Just a throwabout thought I had either way.
    nicely done

  • #7
    I don't see why not, for example, killing a boss in Torchlight 2 is indeed rewarding, I have a reason to fight the boss, I want to kill him, I'm expecting some nice drops. Here is: "sigh... can you die already".
  • #8
    Quote from Mordakanen

    It wouldn't be a bad thing to have bosses as a viable farming method, but it needs to be done in an interesting way.


    No, boss runs in Diablo 2 were short and addictive. I wouldn't need anything else. If they were to make boss runs viable, they should let boss runs be boss runs and not ruin them with some "interesting" idea. But it won't happen anyway.
  • #9
    Actually they are apparently adding boss-specific drops, presumably for crafting. There was a "Maghda's Tormented Soul" item that was dropping off of her in the beta (though it couldn't be picked up).

    They're never going to go back to a model that incentivizes "drop and recreate games as fast as possible to kill this one boss over and over" though.
  • #10
    Personally id like to see the bosses or maybe even combinations of them spawn in rifts with an increased drop rate instead of the pathetic excuse for bosses that spawn in them at 100% atm.
  • #11
    Isn't that what these rifts and bounties offer?

    It takes, what? 3 min to complete one of them? And then you get a nice reward. It's not a boss run, but it's the same principle, you're just not seeing the same content 1000 times over. I see every satchel as a sort of boss drop.

    I think when people talk about boss runs, they mean, "I want to get items, and want to get them fast."
  • #12
    For me, what I enjoyed about boss runs was finding the most efficient way of running through certain zones before having a 1v1 with a mob far more challenging than your average mob (While i'll agree, d2 bosses weren't exactly hard had then been it would of been all the better) and then getting an explosion of loot. The faster you was at moving through the zone and overcoming the boss battle the more reward per hour and this for me was the challenge and all together it made it fun, it's a very different game play experience to clearing out a room of monsters and then opening a bag.

    Now that's not to say rifts and bounties are bad, it's just that there's no variety in d3. The goal and actions are currently just the same you clear a bunch of monsters followed by a semi-boss type monster and get some loot. In D2 you had countess runs (runes), boss runs (mostly for uniques, but certain item types dropped more commonly from certain bosses), gold runs (town council), xp runs (chaos/baal), crazy runs (cows), high ilvl runs (caves etc.), forge runs and key runs. All of these were very different, and also required a differently built character in order to complete efficiently which made you want to build the gold find barbs, light sorc, meteorb, hammerdin, zealadin, whirlwind, conc, summoner, psn nova, javazon, nado druid etc. These lists go on, this is just off the top of my head.

    Basically the thing I think people want is just more to do, no matter what you call it or how you dress it up if all your doing is clearing waves of monsters people will get bored and on top of that the amount of viable builds will decrease, more types of game play allows for more types of builds because ull get certain builds good at one thing and bad at the other. Do you think half of the d2 builds out there would exist and be considered viable if the entire game centered around clearing waves of mobs instead of all the different options there actually are?
  • #13
    Quote from Efrye

    Quote from Mordakanen

    It wouldn't be a bad thing to have bosses as a viable farming method, but it needs to be done in an interesting way.


    No, boss runs in Diablo 2 were short and addictive. I wouldn't need anything else. If they were to make boss runs viable, they should let boss runs be boss runs and not ruin them with some "interesting" idea. But it won't happen anyway.


    Short and sweet, I get that. It's a run people were interested in doing because of the rewards and relative ease of it. Lots of experience (In the case of Baal runs) and good drops eventually came your way.

    One thing I always wonder about what made the quick boss runs so addictive: was it just the large amount of uniques and sets? (Or runes with the Countess, maybe there needs to be a gem encrusted boss somewhere, combination gems, jewels? Another idea I'm sure somebody has thought of, maybe unnecessary complexity, is that depth?) Not necessarily the fact that they were uber uniques, just that they were uniques, these potentially desirable drops, especially the jewellery in my case, dropping at all. I know I'd certainly be more compelled to run if I was indeed showered in lots of (possibly) mediocre (not useless, just less than perfect) legendaries.

    As Blizzard so affectionately said, it's the unwrapping of presents mentality.

    Maybe I'm easily amused by it, maybe it's the key, who knows?
  • #14
    Quote from Fitsu

    Basically the thing I think people want is just more to do, no matter what you call it or how you dress it up if all your doing is clearing waves of monsters people will get bored and on top of that the amount of viable builds will decrease, more types of game play allows for more types of builds because ull get certain builds good at one thing and bad at the other. Do you think half of the d2 builds out there would exist and be considered viable if the entire game centered around clearing waves of mobs instead of all the different options there actually are?


    I completely agree with this guy. I have essentialy the same idea and opinon, just a bit differing on some details.

    A sort of amusing trend (at least imo) is that as the game progresses, we see more and more tendencies growing forth that has a lot akin to D2 or simply put is from D2.

    Which is funny. Because they keep trying to come up with these ideas to "re-invent" the wheel ; just that i personally don't understand why. Now i know, D3 is not D2. But can you deny that a game with a shelf life of 10+ years did a lot of things right?

    imo, chain running bosses should be possible. But invent different ways of rewards - due to having a global resource of rewards makes it just so that ppl opt to the most efficient way of getting X currency for doing Y thing. Making stale gameplay and declaring A build or A method as optimal.

    This is the issue with less then dynamic mechanics - they all boil down to one simple point. One idea or concept that just sticks to just that, and ends up having 1 solution that is the best. The solution is not simple - but you could make it so that different events/happenings have different awards, that are used for different things. There you go, variety.
    http://www.youtube.com/user/CrazyPoochification - Let's Play of Eastern Sun/Other stuff
  • #15
    Quote from Mordakanen

    Quote from Efrye

    Quote from Mordakanen

    It wouldn't be a bad thing to have bosses as a viable farming method, but it needs to be done in an interesting way.


    No, boss runs in Diablo 2 were short and addictive. I wouldn't need anything else. If they were to make boss runs viable, they should let boss runs be boss runs and not ruin them with some "interesting" idea. But it won't happen anyway.


    Short and sweet, I get that. It's a run people were interested in doing because of the rewards and relative ease of it. Lots of experience (In the case of Baal runs) and good drops eventually came your way.

    One thing I always wonder about what made the quick boss runs so addictive: was it just the large amount of uniques and sets? (Or runes with the Countess, maybe there needs to be a gem encrusted boss somewhere, combination gems, jewels? Another idea I'm sure somebody has thought of, maybe unnecessary complexity, is that depth?) Not necessarily the fact that they were uber uniques, just that they were uniques, these potentially desirable drops, especially the jewellery in my case, dropping at all. I know I'd certainly be more compelled to run if I was indeed showered in lots of (possibly) mediocre (not useless, just less than perfect) legendaries.

    As Blizzard so affectionately said, it's the unwrapping of presents mentality.

    Maybe I'm easily amused by it, maybe it's the key, who knows?


    I just think that having a clear goal (kill boss, get loot) with a less then clear path (find the path) - leaves dynamic enough to hold an amount of modification that allows people to become addicted to it.

    It's simple yet genius. Because it sort of becomes a pattern that can then be optimized and utilized in other ways (i.e build other builds etc.) - making it a very addictive and rewarding experience.

    And i don't think showering you in mediocre legendaries will help that. because it's not the same concept. You see, they keep trying to invent this whole concept of clearing a level first - or doing X/Y/Z BEFORE you get your stuff. But boss runs was just getting to the boss, all the other stuff - was always just a inconvinience and irrelevant hassle that came in your path.

    But i fail to see the logic here and what they are trying to do. Because, the very word for mobs that are not bosses or uniques, have a nickname - "Trash". That should say enough why forcing it in any way to clear them (unless the value increases) is just a bad concept.
    http://www.youtube.com/user/CrazyPoochification - Let's Play of Eastern Sun/Other stuff
  • #16
    Y bounties and rifts are welcome ofc but would be nice to have more options and lets say Borederlands method for some legendarys were only boss drop but when u get that item it would not be `oh he got lucky` it would be ok gz this guy farmed the s of that boss or area,Also if some1 played D2 mod MedianXL there were bosses that drops charms(chance to drop) with random rolls ofc,there were like 10 places to go just for charms which were keept in inv,always liked that options aswell.

  • #17
    Do you mean the top secret ubers-bosses they are so hush-hush about?

    I never played ubers in D2, I didnt know how to get to them. I played solo, always, endless. Deleted my characters one after another. Had a few level 99 (was it 99?). Ladder was something I never knew about either back in the day.

    Anyway, I feel that ubers are a bonus, not "everything". If I had to choose my "Everything", it would probably be Loot 2.0 which is a nice feature. I wonder how this will impact for the gamers that play more then a week actually.

    Swedish Official Fansite www.Diablo3pvp.se

  • #18
    Quote from Enkeria

    Do you mean the top secret ubers-bosses they are so hush-hush about?


    Act End bosses,classic ones:)But since u mention it even uber bosses in d3 is like u do regular farming run get keys then go into 3 portals in small area and kill ubers while in d2 u needed to fight ur way trou special area to get organs(keys) but before that u need d2 keys just to open that areas not ubers, so compared to d2 d3 bosses or uber bosses are joke.

  • #19
    Quote from Zeyk23

    Actually they are apparently adding boss-specific drops, presumably for crafting. There was a "Maghda's Tormented Soul" item that was dropping off of her in the beta (though it couldn't be picked up).

    They're never going to go back to a model that incentivizes "drop and recreate games as fast as possible to kill this one boss over and over" though.


    Dropping something like that, which won't make you instantly better, can still be worth the time to kill bosses. Otherwise it'll turn to boss farming only or completely ignored like they currently are, which they clearly don't want.

    Making all mobs share same drop table, with only one difference by separating special mobs with boosted chance to drop higher-quality items. It makes for better simplicity, but it does shorten longevity, when you can kill anything anywhere and have chance to drop same stuff. AFAIK they are splitting chance to drop some legendaries between torment levels, which at least sounds good on paper.
  • #20
    Quote from Mordakanen

    One thing I always wonder about what made the quick boss runs so addictive: was it just the large amount of uniques and sets?


    Partly the loot, but most of the time the loot was garbage. Sometimes you didn't find anything for days, but in times of 1.09 you knew you found something awesome if you saw a golden "Balrog Skin" or "Hydra Bow" on the floor. I think if you have seen something rare like this drop before, you are more likely to have an addicted feeling while doing boss runs. Everytime you kill a boss, you wait for one of those really rare uniques or high runes to drop again. And because they are so short, you might think "ah, one more run is ok" all the time, leading to a lot of runs in the end.
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