Count Geonor - too OP!
You need to change the mechanics of Count Geonor, because its too hard to beat him as first boss. These mechanics are better suited for EndGame. He has 10 to 12 ways to kill you and you can do about 200 pity dmg at this points (warrior for current example). After first mist it become even move bulky and his HP is almost impossible to be "touched". After patch 0.2, the game is even more annoying in leveling, even more difficult, and even more frustrating - at least make this boss easier.
Last bumped1 мая 2025 г., 17:11:26
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Get some armor and cold res, learn the mechanics -> hes easy to beat.
Things that helped me: Dont roll around too much when he does the beams from the sky, or you'll roll into one. Also enough cold res to not get frozen by 1 hit easily is good. When hes in the mist and jumps at you, he always jumps from the side that furthest away from you, just roll to the side then. After he jumps clear the wolves. Everything else is not too hard to dodge. Just get enough life + armor so he doesnt onetap you with the blade swing. Kind of hard to see that one coming imo. Also try to get some movement speed boots from the vendor and a good weapon. The area before the boss seems to have a high drop chance for support gems (at least I got a lot) |
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Bosses in this game are usually hard when you don't kill them in less than 10 seconds.
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" All that is well and good, but it's not fun. The boss has too many abilities and people don't want to play a game that has no balance to it, whether that be first boss or later on in the game. The changes in this patch just make the game even more tedious and boring, with frustration after frustration, and there never seems to be a point any more because progression just feels nonexistent. |
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His only dangerous moves are the 180 melee swipe and beams from the sky. Everything else is very telegraphed and very dodgeable
One cannot help but wonder how such a lust for loot can affect a persons mind. Although these exiles appear to be our salvation, it would not take much for them to turn on us as easily as they fight gods and demons.
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act1 boss is not hard
cold res dodging thats it please dont make the game easier, its already easy/medium. |
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I agree, Geonor needs adjustments. Acts copy is comparatively easy, but late game one is complete absurd.
General issue with boss: 1) Endless spam of attacks - he has no cooldowns at all, he spams AOE after AOE, with ability to spam AOEs while being stunned or freezed in stage 3 (blood-cold spikes from sky) + in stage 3 he can spam 2-3 AOEs at the same time. 2) Citadel one is comepletely OP: he has increased AOE range, while ground marks are still same and you can't even see safe palces. While Cold spikes from sky cover entire battlefield (even if you can't see real coverage, AOE radius is much bigger) and you can just pray to have some uncovered space enough to survive. 3) When boss disappears and falls from ceiling - he's falling too soon, player has no time to react or dodge sometimes, probably because of server-client delay. Probably, this ability needs -20% speed fix. 4) Too many invincible phases, like for most annoying bosses (while boss transforms, while boss disappears, cold fog phases). We want action RPG, not dance floor RPG with invincile bosses. Given, how useless resists are and how big damage even under 75% max resist (endgame bosses versions actually one-shot player even under 90% resists) and how annoying boss spamming attacks one after another, oftenly becoming invincible, players just tend to create builds that one-shot bosses just to avoid overpowered and absurd mechanics. What's the reason to have boss mechanics everyone tend to ignore, not to master? |
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Its funny that this has never been fixed. Their formula is absolutely absurd, and although armor is useful to a point, it stops being useful when the damage scaling reaches the level they allow it to with mobs.
For the love of god, someone in dev team needs to address this, and it would solve half the issues of ar being completely useless beyond a certain threshold. Either adjust the damn formula so its efficient, or adjust the damn mobs so there is no random one shot b.s. from unmarked incoming attacks. And while your at it, make resistances actually have an effect when capped, again, stop allowing mobs to outscale any reasonable form of defense, while considering the overall low life situation you have left melee in to begin with by removing almost all forms of life bar gear. Its got to be one of the biggest issues POE franchise has suffered since get go. Both games, useless defenses when mobs are allowed to scale above and beyond reasonable damage output. GGG - Why you no? Последняя редакция: JoannaDark#6252. Время: 1 мая 2025 г., 15:43:04
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" That is true and why the campaign bosses are the most fun in the game IMO. That being said, they also don't one shot you like the late game ones which is what they need to change. Make them not be able to be 1 shot but also not one shot the player. Count fight is a perfect example IMO of how it should play out in act 1. Player is normally weak unless they have twink gear but on first play through its a war of attrition for most players. Getting that kill with little to no flask charges left. That all being said, they need to bring back bosses on every map and allow that part of the game to be the meaningful combat. Not the packs of white mobs. Perfect world for me is zooming in maps then boss at the end of each one that you have to play the mechanics but lower the amount of one shots they have. Make the boss fights a war of attrition. |
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You just need to outlevel the Bosses in Act 1 and 2 by 10 levels while using gear that averages half your level...working as intended. Git gud.
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