Blizzard shared some details about changes coming to the various boss properties, better known as Elite Affixes.
I know this doesn’t completely address what’s being discussed here, but I thought it a good opportunity to share some of the upcoming changes for the Closed Beta and PTR, specifically on the Thunderstorm affix. The bolts generated by Thunderstorm will no longer “chase” targets, and subsequent bolts after the first will stay within the same general area. This should lend to making the affix a bit more avoidable, but be careful – the splash damage has been slightly increased to account for this change.
– Poison Enchanted. Far, far too much damage in close quarters, and it should not instakill minions.
Poison Enchanted will also be doing reduced damage to pets, so you should see this result much less often.
This could be Blizz’s way to make you stack CC reduction on gear. 🙁
The intention isn’t to make you stack a particular stat – CC reduction is meant to be one of many choices in how you can handle an encounter. Is it really the only option, or do you feel like you can address the issue by using different abilities or different defensive stats? How do you currently handle these extremely difficult encounters when you experience them?
The last beta patch (released at the end of the F&F / start of the Closed beta) made some fixes to several of the new Elite Affixes. Frozen Pulse (the initial homing frost ball before it starts to pulse) became more visible and avoidable, and Thunderstorm became more visible and let out a series of strikes in one area instead of just auto-zapping anything in range. The changes the Blue listed sound like more along those lines, and I think they’re improvements.
A factor players not yet in Reaper of Souls should consider is the issues with seeing lots more of these effects. You often get two boss packs in fairly close proximity, especially in Nephalem Rifts, and that can be a real danger. I’ve several times had a yellow Elite and some blue Champions and/or a Purple as well on the same screen, and it’s insane when you’ve got a boss AND champions throwing out Waller and/or Vortex and/or Jailer at the same time, not to mention the potential of 4 or 5 different types of elemental affixes simultaneously filing the screen with fire/poison/arcane/cold/etc. Hardcore players will want to be very careful about not moving further into unexplored areas with a boss active, since another Elite is often just off the edge of the screen.
Another one worth mention is Horde, which isn’t dangerous in of itself, but with Reaper of Souls enabling much larger groups of enemies their elemental effects can be treacherous. In RoS you routinely see 8 or 10 minions with Horde, Minions are *much* more durable, and when every single one of them can cast Arcane needles, and/or leave a fire trail and explode with a Molten bomb, it can definitely add some danger to a boss encounter. There’s a similar danger from five-packs of Champions, when they’re all firing out Frozen and/or Waller (properties Minions don’t possess) it can create some huge areas of denial.
I don’t think those require actual fixes or nerfs, though. They add some danger and require you to modify your playing style with some retreating and maneuvering, but isn’t that what bosses are supposed to do? Players who want them to function purely as candy dispensing machines with different colored names should turn down the difficulty a click or two. Or perhaps you disagree? Let’s find out.