Boss mechanics feel out of place

Here's the deal. After playing this game for a long time now (since launch till now) I got a feeling that it has taken a lot of boss mechanics from some other game. Not an ARPG, not "souls", more like some typical asian-market button masher, but for some reason I don't see anime girls in tiny skirts swinging gigantic swords with gazillion damage numbers flying away in all directions.. or something like that, you get the picture.

Take for example the spores/fungus shaman map boss. He does his attacks constantly, nonstop stream of damage, and all of those are aimed directly at the player like a homing missile - they are not "area" attacks, they are the type that aim at you directly wherever you are at any given moment, forcing you to dodge roll all the time, only two of his attacks have some build-up time when you can output some damage and then back to rolling in the dirt like a level 1 townguard.
Breach boss, floor 4 boss from the reworked sanctum (which also has no place in ARPG game in terms of mechanics, I hated Sanctum league with all my heart back in the day).. That said I did my 4th ascendancy there cause gathering the mask is meh. Time-boss is an okay dude fightwise.

But there are a lot of bosses where it's 90% of time spent is avoiding damage with rolling/blinking around, then 10% dps.

I think many people who are content with this situation are currently playing 1-2-3-shot builds that simply avoid this by killing bosses very fast, but it doesn't change the fact that those mechanics exist and you will have to face them when nerfs roll out.

The minion builds are also doing fine just cause while your pets chew on the boss you have all the time in the world to roll around occasionally recasting a curse or an offering. It's okay, but it shouldn't be like this for everyone else.

I would like to compare it to PoE1 boss fights. Shaper is a great example of the top tier boss fight. Elder is one of my favorite bosses of all time. Heck, even the Burning star fight is more creative and fun than ANY of PoE2 bosses.
The only boss in PoE2 that felt like a good one is Doryani - both as campaign boss and in the citadel. Nice mechanics, not too crazy, gives you room and time to dps too and has phases. Proper boss fight that can be worked with, a boss fight that gives a chance to any class - ranged or melee. Another good one is that Vaal thing with many hands - just what you need in a map boss.

P.S. This thread is not me "venting", I'm doing just fine, one-shot boss build in place, got also a fast mapper with spark to farm breaches, getting all the lewt and all the good stuff. I'm just worried that nobody really talks about the elephant in the room anymore. People lvled up, got better gear, learned to "cope", but the problem remained. Even if the devs are not going back to PoE1 movement skills and all we'll ever have is this pitiful blink spirit waster which now feels mandatory for many people, then at least they could re-think some of the boss-fights mechanics. In this state, coupled with the one-death per map nonsense the game is only playable and enjoyable with builds that are probably abusing some overlooked features. If you try to play "normally" - you will suffer.

P.P.S. Just cause I touched on it, I would like to mention that one-death per map HAS TO GO. If the allowed gameplay includes such as when you are about to die you can pause the game and log out (people vastly abuse this feature as seen on countless streams/youtube videos) then the whole thing has ZERO meaning and is only there to punish/anger the mediocre player making them to drop the game faster - which is not a good thing for any of us.
Last bumped11 янв. 2025 г., 06:35:40

Пожаловаться на запись форума

Пожаловаться на учетную запись:

Тип жалобы

Дополнительная информация