Eternity of Pain defender attack value too high?
SuperSleight
Member Posts: 51 ★
In my opinion it seems too high. This week's Overseer has an attack of 16,016. Using a R2 6* and I'm KO'd in one or two punches. Combine that with the AI often holding on to specials until Encroaching Stun triggers or until they build to an S3, plus the nodes with timers and the rest of the nodes interacting with his abilities, it's no longer a fun challenge relying on skill.
7
Comments
difficulty to reward ratios are good so no complaints here. average out maybe 2-5 revives per week on these bosses and you will get your resource worth in exchange.
The fight is fine.
Yes, we have control issues and yes, the game is not working properly in all respects. But that doesn't change the fact that EoP is not intended to be something within the reach of everyone attempting it. However hard you think it is, and regardless of why you think it is that hard, it is entirely possible that it is supposed to be that hard.
To put it another way: There's no reason to believe this. What's more likely is, if the game was running very smoothly, EoP would have been tuned to be even more painful than it is now. It is not like the designers shoot an arrow randomly into the sky, and where ever it lands that's what the difficulty of the content becomes. They playtest it with the same game we have, and they tune the difficulty until it meets the level of difficulty they intend. The difficulty of EoP was set at a time when the game is performing the way it is now. The safe assumption is that if the game was functioning better, they would have kept increasing the difficulty of EoP until it reached the same amount of difficulty it is now with the game in the state it is in.
Game difficulty is mostly graded on a curve, not on an absolute scale. Most people think 90% is an A. If everyone gets 90% then everyone gets an A. But when it comes to game difficulty, the top 10% get an A. If everyone gets 99% and only a couple people get 100%, then those people get the A and everyone else gets Bs and lower no matter how well they did on the test. EoP difficulty is aimed at an approximate target where the top X% of players successfully complete it. If about that many do, the difficulty was set correctly. If a lot fewer do, it was set too hard. If a lot more do, it was set too easy.
Anger week two is only too difficult if not enough players complete it. If enough do, then its difficulty is objectively set correctly, regardless of the state of the game engine. (This ignores the effects of consumable resource expenditures, which complicate but do not negate the fundamental principle). That's how difficulty is judged, and that's why regardless of whether players think it is "fair" or not, the state of the game software is an included factor in the difficulty of content. Difficulty is not set abstractly. It is set relative to what the players can do with the game they are handed.
Heal Block - Passive: Can't be shrugged/purified. You can't benefit from Willpower healing on non-damaging debuffs. Any champs that have regen, no healing for you.
Even Punishment: Stunning Overseer causes 1 buff to be nullified from both champs. But haha sucka, Overseer is immune to nullify, and his sig ability causes you to take a burst of physical damage if he has a buff. And if you were relying on a true strike buff to counter his autoblock, this will end up removing it (unless you have other buffs first).
Parry: His parries will stun you, so his autoblock after specials will parry stun you and you'll probably get one-two punched and KO'd.
Encroaching Stun: Get stunned every 20 seconds unless you're throwing a special or stun-immune.
Power Alternator: Every 15 seconds, if you have more power than him, your power is drained and given to him. Really nice when Encroaching Stun is coming up and your power disappears because of this.
Feats of Power: When above 1 bar of power he gains a fury, above 2 bars he gains cruelty. Because that's what he needs, even more attack to pummel you into the ground. Also possibly more power from the next node.
Rich get Richer: Whichever champ has more unique buffs gains 9% of a bar of power a second. Just to add to the power chaos. And remember not to parry because that'll remove a buff you'll want for this.
Then we've got Overseer's abilities to add in.
Retaliation: If your ability fails due to his immunity or reduced Ability Accuracy you take a burst of physical damage.
Combine that with his Sp2, which inflicts a Disorient Debuff for 12 seconds, reducing Defensive Ability Accuracy by 40%, which scales with Gamma Power. Heal Block prevents you from healing from the debuff, and any abilities failing keeps giving you bursts of damage, chipping away your health.
Regen: His Sp1 in Cosmic mode gives him a regen for 7% of missing health, so that can be a pain as his health gets lower.
Then there's the AI.
If your champ doesn't get many buffs, Overseer will constantly be gaining power from Rich get Richer. Then he likes to hold on to specials so he can Sp3 you in the ground.
You can't parry him for the most part, so to get openings you can bait heavies, do intercepts, or counter specials. You can bait some heavies but you're going to take lots of block damage. With intercepting, the AI dashing in varies a lot, and I've been noticing lots more of the AI light intercepting me. Just a lot of randomness that you can't really outskill.
Let's talk about counters. You've got to deal with all of the nodes, then Overseer's abilities, and then on top of that the requirements of the objectives, so good counters are super specific. And then whatever counters would be good, many don't have the champs or have them ranked up.
There needs to be a balance of difficulty, rewards, and fun, and in this case it's not quite what it should be is all I'm saying.
The difficulty to reward ratio…
You’re telling me that a total of 8 hard but doable fights, with items that you can earn for free, is not worth a full T6B, T3A, 1.25 T5CC of your choice, generic 6* Sig Stones, and a Class Nexus of your choosing, is “not quite what it should be”?
You’re crazy if that’s not worth it for TB, let alone Paragon players who get double of the rarest rank up materials.
So long as the fights are designed to require ability-based counters, sig levels are going to come into play and keep 5/65s in the fight for lots of us. I’ve got 26 rank 3+ and another dozen or so r2 champs. Off the top of my head, I used 5-stars for Crossbones twice, Dorm, Overseer and Herc. I used 6-stars for Blade and Ikaris. My finale team was all 5-stars (Herc, Ronan and Hype).
Strategically, I could probably have used more r3 champs if I split it into more fights but I decided it would cost more resources and time. Maybe I’m wrong.
Regardless, I think the attack values are just fine. It’s punishing but it’s supposed to be. Hopefully Kabam keeps it that way and not tune it down like what they did for A6.