A weak noodle totem shaman 900 hp, resistances below 70, died once due to player mistake on phase one… let’s see if I can tank a flame spear test, nope. Completely ruined Majasa’s day. phase two was easier with all of the blood stop phases allowing all the minions to wail away unabated until she just fell over.
She’s a bit tricky but I don’t think she’s super op or anything there are far worse bosses the emperor of corpses being the top of the list in my opinion
Did it on a new character. Knowing the fight helps a ton, so does a source of healing and of course, never stop moving.
The whole chapter is beautifully done. Just ran thru it on my way OP Necro so I got to appreciate the work they’ve done. All the more reason to give us another level of difficulty to go thru the campaign a second time. It gets really slow grinding XP after a certain point if you don’t like the Arena. It would be nice to be able to rerun the good campaign stuff for some of that XP grind.
Yep, Marksman from scratch isn’t that great as a League Starter right now, she needs a bit of general rework, the bow bases are problematic imo, but that’s for another topic.
Overall, i think Majasa was an formidable boss at 8.3, but yeah it was too difficult for an ARPG storymode. Some people do not have any real idea of what they’re doing when building a traveler, some never played an ARPG before, she was a wall for them. I just killed her one more time with a new toon, a lvl 50 BM by the time iirc, she was transparent, no emotion at all like the first time, no real danger and felt like much weaker :
Hope she’ll rise from her ashes in monoliths at some point and become again a nice fight.
Well as a blademaster here you never even see the stages of the fight. Whole lot different for a bow rogue as you say. How do they deal with those kinds of balance issues? Seems a waste to have all that game development in building that fight never even get displayed when the fight is melee…
I really don’t think that would change anything in terms of levelling speed. I levelled a Multistrike Paladin from scratch to 96 (highest ever, still haven’t found a Bastion of Honour) & the XP does slow down in the 80s/90s but that’s intended & I don’t see them changing it for a specific game mode.
That’s not what I’m suggesting at all. I’m saying give us another way to level rather than just grinding the damn mono till you’re blue in the face. I’m aware they are talking about different endgame systems but in this case the material is already there.
So you want something like monos (/arena) that uses the existing monos content but isn’t monos 'cause you’re getting bored of it (which I get)?
Edit: Just for clarity on what you’re wanting, 'cause I know what I can come across like sometimes.
LOL no I want to do the campaign again at a higher level with more XP, higher level rewards, etc. There is no need for the leveling pace to be any faster than what the devs have in mind but why have all that great material that we only go thru once? See Grim Dawn for an example although I would not suggest making multiple campaign run thrus mandatory as they are there. Just give us that as a choice.
Gotcha, that makes more sense.
While the art/sound/etc assets are there, there would still be an amount of balancing, coding, etc to do for them to enable that. Grim Dawn was designed from the getgo with the 3 difficulties in mind.
Yes I’m aware of that but once it’s done it sure would give us a lot more to do wouldn’t it?
It would give some people more to do (those that don’t like monos or arena), but I’d be surprised if that group were a particularly large segment of the player base.
I certainly would not. You can’t tell me that mono and the arena don’t get boring once you’ve levelled several toons.
I thought the Devs have mentioned before that one of the developing end-game modes is indeed something like you described. Campaign scaled to your character level or something.
The one enemy I find the most dangerous and unfair is the Crystal Elemental. They spawn in groups since they are normal enemies and there is no way you can tell me they’re balanced. Everything else in the game follows these rules:
- either it deals a lot of damage and therefore has considerable wind-up and / or is well telegraphed
- it is a fast hitting attack that is difficult to dodge, especially when spammed, and therefore has lower damage
The Elementals do not follow this rule. They can spam you from off-screen with high damage, fast projectiles. It just feels unfair, especially since they apparently pierce through minions
I don’t think so.
I had few problems but I’m running dual wield ,glass cannon build .
Died a few times and then proceeded to tweak my resistances a bit and that helped.
I think she is in the right spot ,balance-wise.
Cheers
One more try.
This time, Sorcerer with Lightning Blast and Elemental Nova. Easy mode.
Chapter 9 relatively easy. Phase 1 against Majasa intense but perfectly doable.
And fail in phase 2. Died twice, stopped. I will do several echoes, then I’ll be back with more power.
So, I think I killed her with one newly-leveled hero, all the other newly-leveled heroes I tried failed. I strongly feel that yes, she is overtuned. I know that I’m not strongly skilled, I don’t have ultra fast reflexes, my hands shake a little and so on, but come on… Sorcerer with Lightning Blast and Elemental Nova. I shoud have won!
The fight is awesome, really, but not yet at the right danger and pace. It’s still too difficult.
Lunge attack is near unavoidable, you basically are required to tank it and heal back somehow.
I just started Last Epoch. My first character through the campaign is a primalist/shaman. I went cold spec eterra’s blessing, thorn totem, storm totem, storm crows, and tempest strike. It’s really fun and plays quite well, but it’s a little slower than other builds from what I can tell from chat. The big benefit is that with most of the damage coming from minions it gives me a lot of time to kite mobs, run around avoiding AoE, and the minions tank most of the damage and keep the mobs busy, which is quite handy in boss fights because it allows me to keep damage on them almost 100% of the time. The only bummer is the short lifespan of the totems, which need to be recast every 8 seconds.
Lagon and Rahyeh were challenging at first, but once I learned the mechanics they became manageable, even without a movement skill. However, Majasa sucks. My build can manage phase 1 alright, but I can’t get past phase 2. My character doesn’t have enough movement speed to kite her, and she ignores my minions and comes straight for me. Her damage in phase 2 is way overscaled compared to the other bosses, especially compared to the previous campaign, which ramps up a ton in the latest act.
I attempted the Majasa fight fresh through the campaign, but I couldn’t get past it. Since I hit a brick wall with her, I’ve been leveling and gearing in monoliths for a few days and will probably attempt the fight again tomorrow to see if anything has changed. If the difficulty scale through the campaign was more linear I could understand, but the huge jump in difficulty with her is pretty wild.
In my opinion the campaign previous to chapter 9 could be a bit more difficult, but Majasa needs to be nerfed a bit, unless the intention is to push people into monoliths at this stage to level and gear their character before defeating Majasa. Also, this might just be a problem with the relatively large number of resists this game has. Trying to fully gear out all resists while retaining damage and stats for your build is almost impossible without perfect gear. Connected to this, the content jumping from one damage type to another is jarring. Maybe there’s a solution to this somehow without removing some or all of the resist types (maybe share resists with certain affixes?), because the rest of the game is pretty damn well designed overall. I don’t think hoarding multiple gear sets for each resist type is feasible, especially with how hard it is to gear in general with how many affixes there are, and it certainly isn’t fun, in combination with the above mentioned problems.