Re: i hope the fix the bosses
Oh, how interesting.
Yes that was sarcasm.
This is still diablo. A big attack *should* kill, not leave you at one point. That's just completely wrong.
Completely worng !!! .. really ... well it isn't wrong at all ... the attack could be magical in nature with that property .. it doesn't have to be a normal physical attack.
Besides .. which is more fun (which is games are all about) ..
dying from a stupid one hit attack you had no chance of dodging or
being left with 1 HP wihle surrounded by boss minions and the boss is just preparing to charge at you ... the 2nd example is far more tense, fun and exciting without being stupidly frustrating .. you can still act but the situation is tight and feels hopeless ... that's how it should be done IMO.
NASE said:
And about those warnings, you don't need seconds. My glass cannon bowazon with just 350 life doesn't die against diablo anymore. And that's totally because of the animation that precedes his lighting hose of dead. That's more then enough warning for a skilled player.
D2 example is invalid ... we don't know how boss battles will be like in D3 at all or what skills will D3 bosses use ... it appears most battles will involve tactics .. environmental traps and boss minions .. and if all these distractions are around you flinching for few seconds is more than enough for a boss to land a powerful attack on you.
NASE said:
P.S. Things like being knocked of the edge into the depth are perfect examples of how it can be done. Just give the player a warning at the start of the battle by making the boss throw some barrels/minions of the edge.
Still it is stupid if you find yourself carried in the boss hand without any prior warning animation or effect because you couldn't calculate or fathom in centimeter what is the exact range for the skill effect ... that's just ridiculous ... and such extreme mechanics are prone to bugs like the then ones in D2 .. bad food is bad food no matter how much garnish you put on it.
I hope D3 devs aren't lazy and will come up with challenging boss battles without resorting to cheap lazy design mechanics like one-hit-kills ... complex situations with multiple threats that require tactics and good reflexes are far better and satisfying ... but alas .. only good designers can make them .. they aren't for the lazy ones to make.