Originally Posted by DarthJF
So far the biggest issue for me in Honour mode has been that bosses simply don't have enough HP. On my current run I've killed two bosses (Gith inquisitor and Gortash) in one turn and none of the others have lasted much longer. The legendary actions don't really matter much if the bosses don't last long enough to use them. Combined damage output of a decent 4 member party per turn is simply much greater than what the bosses can dish out on their own turn and by endgame the mooks with them are too weak to balance the scales. All of which makes the action economy favour the player.

Now, I don't want bosses to be able to cause 300 HP worth of damage per turn, as that simply wouldn't be much fun, but if they can't keep up with a full party on damage output you could compensate for that with durability. Grym is one of my favourite bosses in the game because he's durable enough that the fight against him becomes a multi-turn test of endurance and manouvering. Especially if you don't use the hammer.
Controlling player damage output is needed, not some senseless HP bloat for bosses. Other non-boss encounters need to be challenging too.

Same rules need to apply to players and monsters. What's the point of players having 100hp and enemies having 1000hp? It's just an unnecessary imbalance.

And tactical combat sucks and needs to be deeper. It's way too easy to get to anyone through any amount of minions or guards. Little less 'fun' movement items and abilities and buffed up jumps would go a long way in making positioning and guards actually matter. As would proper line of sight instead of firing arrows and spells through people. Bosses would be fun to fight if their minions could actually protect them, without clumsy "kill all minions first" invulnerability mechanics.

Last edited by 1varangian; 02/01/24 11:16 PM.