[0.2.0f] Detailed Constructive Feedback for Arbiter Telegraphing after 50 kills

I have killed about 50 Arbiters on T3 and T4 difficulty this league, and I have some suggestions for telegraphing skills.

The only MUCH needed change I would hope to see is his throw weapon slam attack in Phase 2 (where he pops up out of the ground and locks on to your current position to throw his weapon which does a massive AoE slam.) The idea behind the attack is to stay kinda close to him while he locks on to you and run away to dodge the slam or stay far at all times to dodge it, both of which dont really work well during Phase 2 where he is certain to spawn circle fireballs or cold/purple orbs. Two objectives that the player needs to run around the map to dodge/complete. I am playing a Deadeye with 60% Movespeed + Tailwind + Silver Charm and if Arbiter is EVER off-screen when he throws his weapon I will die to it 100% of the time because I can't see it coming, and even when I'm close to him and dodge it, it's too close each time. Other Ascendancies don't even have my Movespeed.

There are many ways you could go about fixing this issue, reducing the area of that weapon slam by 10-15% is plenty, 20% if you guys are feeling generous. Or making the AoE the same but clearly marking a circle on the ground where he is about to throw it, while also increasing his wind up time for that slam by 0.2-0.4 seconds.

Visibility of Telegraphed skills is also a major Issue, The blue lanes/rays in early-mid Phase 1 are an issue for new players, after practicing and killing him so many times I can make them out clearly but they are very hard to see. Make it so the blue lanes/safe areas are glowing blue instead of a dim blue.

The above two are MUCH needed changes to make this fight seem "fair" as deaths due to these reasons make it a terrible experience for the player. These issues are why I farm him T3 for 1 revive incase I die to some random BS or bug.

There are certain bug issues I faced as well like Arbiter spawning some of his spells "under" the arena where they could still damage the player, but this just happened for me once in so many fights and I couldn't recreate it.

Another Thematic change I would like to see is the "Red Glow" you guys use for campaign bosses that indicate that there is some big attack coming that the player HAS to dodge, I would love to see that effect on Arbiter whenever he is about to throw out a "Laser" - thin Laser in Phase 1 and fat Laser while circle-orb in Phase 2. It would also be nice when he is doing the Laser+Orb+Inside Orb Slam + Orb + Thin Attack in Middle of Orb Phase, if the entire circle glows red to indicate he is about to slam into it and there is a thin red line where he is about to whack the ground. I know there already are slight visual tells for these attacks and they are not at all hard to dodge, for anyone with experience with the fight it is very easy to dodge this wombo combo series of attacks but for new players/casuals or even determined players with low experience with the fight better visual telegraphing of this series of attacks would greatly help their success in learning and dodging his mechanics.

I don't really know why this Red Glow effect is not used at all for Arbiter when it is used for other Pinacles like King of the Mists for example. When KotM does his AoE chaos slam he glows red and it is very obvious and makes it easy to learn to look out for that mechanic to dodge. For Arbiter I have been relying heavily on his voicelines to predict his moves similar to PoE 1 Bosses and I'm not sure if this is the direction you guys want to take boss encounters but I bet its not.

That's all the feedback I have for this fight after 50+ kills, if any Exiles come across this post please bump it if you agree and if any staff members read this post I would love to see a small comment of acknowledgement I took a lot of time out to compile my thoughts here. ( Also if Mark himself reads this I love you Mark great work on the Bosses so far <3 )
Last bumped20 апр. 2025 г., 11:45:05
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RedBandit#6170 написал:


Visibility of Telegraphed skills is also a major Issue, The blue lanes/rays in early-mid Phase 1 are an issue for new players, after practicing and killing him so many times I can make them out clearly but they are very hard to see. Make it so the blue lanes/safe areas are glowing blue instead of a dim blue.


This is my first concern with the arbiter fight. Also the lanes/rays should have a delay for doing them with low movespeed. It's odd that the most valuable thing in that fight is the movespeed from my boots (I change them to weaker ones with more movespeed just for the fight).
Yeah, perhaps a 0.15-0.35 seconds added delay on each ray with better visibilty.
Also, heads up for that constructive feedback. It's hard to see nowadays in this forum :(.

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