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Revisit and lower elemental resistances for bosses
Posted: Sat Jul 31, 2021 10:19 am
by mrm3ntalist
I understand the hp and the high saves bosses have since they are essential to make bosses challenging. However I think that the elemental resistances are way to high. Currently a blasting spells do nothing to bosses since not only the bosses are able to always make the save for half damage so because of the elemental resistance you literally do 0 damage. Having one elemental immunity is fine if it makes sense but for the rest there should be no elemental resistance.
A wizard/sorcerer when against a boss cannot use DC spells ( which is fine ) cannot do any physical damage and blasting spells literally do nothing
Re: Revisit and lower elemental resistances for bosses
Posted: Sat Jul 31, 2021 10:27 am
by Hydros
+1
The only mage build I've found that can actually do damage to bosses reliably is the one I currently use, which is just "Spam Invisible Needles". Mages should be able to do more against bosses than a summon or two, and some wards.
Re: Revisit and lower elemental resistances for bosses
Posted: Sat Jul 31, 2021 2:21 pm
by EasternCheesE
Hydros wrote: ↑Sat Jul 31, 2021 10:27 am
+1
The only mage build I've found that can actually do damage to bosses reliably is the one I currently use, which is just "Spam Invisible Needles". Mages should be able to do more against bosses than a summon or two, and some wards.
Mord+assay+IGMS+reignite? Quite a damage, in my view.
Though, i agree. Bosses need more high-cl debuffa to cast on players to slow them, lower their ac or ab. Bigby 5 is super good anti-player boss spell and many others, which doesn't cc or kill player immediately, but increase the challenge.
Many mobs (not only bosses) have quite puzzling set of immunities that is not much understandable.
Re: Revisit and lower elemental resistances for bosses
Posted: Sun Aug 01, 2021 4:29 am
by Rhifox
Looking at encounter design is one of my upcoming projects. Can't make any promises as to when, but it's on the horizon.