I'd like to see a statistics of what % of high level players have attempted the pinnacle bosses
Due to current design (which is an unfortunate remnant from PoE1), it is much more lucrative to sell the boss fragments or keys than to attempt it yourself.
My bet is only the breach boss will have a relatively high %, followed by king of the mists - and expedition boss, simulacrum boss & Arbiter will have a far lesser number. This is very poor design imo, especially given how rare the boss fragments are, which is reflected by the price of the entry tickets - 6-7 div for audience 3-4 div for simulacrum 3-4 div for arbiter (adding all 3 fragments) This heavily incentivizes players to sell it rather than attempt it. The 1 portal is definitely making this worse, because the cost of failure is so high. Last bumped11 янв. 2025 г., 16:38:11
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Yep, the cost of failure takes the fun out of the game tbh, boss fights in this game are cool af but i rather not even attemptd them, especially in higher difficulties, when my build is designed to do maps efficiently rather than single target damage.
And i think all bosses have 1 shot mechanics, super fun and balanced Последняя редакция: japanetttt#5459. Время: 11 янв. 2025 г., 15:03:52
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Ya, its pretty bad. Especially for scssf players.
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This is, I think, the single worst designed part of PoE 2 currently. And it contributes greatly to the OTHER problems that people have with the endgame.
It's much more punishing, but definitely reminds me of the initial uber elder spawning way back in the first elder league. Back when it could take hundreds, or even thousands of maps, to spawn elder influence in the "correct" starting place to get the elder to influence the shaper. And then that entire process could get thrown in the trash if you just happen to get unlucky and the cloud spreads the wrong way. Can't remember, but I'm fairly sure if you died in the uber elder fight...all the influence disappeared and you had to restart from scratch. Starting anew....with PoE 2 Последняя редакция: cowmoo275#3095. Время: 11 янв. 2025 г., 15:10:18
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Pretty much this - if you have a key but not a build that can trivialize the encounter, you have two options, sell the key or buy a carry.
Either way you're not actually doing the content due to the heavy penalty for failure. Audience especially takes so much tedious ritual grinding that even though the boss is actually fairly easy to fight - shelling out 30ex to 'guarantee' that someone else will 1 shot it for you end up being 'logical'. That's really not a situation where we want to be in...unless you're selling carries - then you're loving it I'm sure. |
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Kind of a pointless statistic, seeing as it is a CHOICE if you want to do it or not. Just seeing a statistic (first having to define what "high level players" actually means) gives zero useful information because there is no context to why those players did or did not try the arbiter.
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" Kind of a moot point. Everything is a choice, including choosing to play the game in the first place. And each of them are the pinnacle boss of a specific thing, so it's def something they want players to experience. You also literally get a quest to collect fragments & fight arbiter. |
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" So tell me, what useful information would you gleam by knowing what % of players over level 90 have tried a pinnacle boss? |
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For better or worse, the 1 portal system is going to create a meta bottleneck and risk adverse behavior like selling fragments and avoiding various end-game activities. Whether that is a by-product or direct intent is something that remains to be seen I guess. I think between the amount of time farming fragments and audiences and the risk/reward of losing everything vs making a few divs passively from picking them up and exchanging them, it is going to be really difficult to sell most players on engaging with the fights. Maybe Sunday will shed some light on this.
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" I think it'd be really interesting to know how many players upon earning they keys sold them rather than engage with the content. Like yeah sure it's a choice if you want to do it or not - but if you have content in your game that players are 'choosing' not to do - it's a bit of an issue right? |
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