this one guy on leveling is just way way to hard for the spot he is in. your leveling! i should not be doing uber boss stuff in leveling. if you cant learn the fight and win then what is the point. leveling should be for understanding the fights for doing monos.
as of now and till that gets fixed the game is dead for me and many like me. sad day for many of us when we just quit because of this major road block.
Lagon is super easy when you understand the mechanics of the fight. Thatâs the point of Lagon, heâs basically a tutorial in boss mechanics to prepare you for the rest of the game.
Firstly, you can completely avoid all of Lagonâs damage by standing on the stairs.
Secondly, Lagonâs eyes turn red before he does any high damage ability.
Thirdly, you can run left, attack tentacle, then run right, and attack the other tentacle any time he starts to wind up an attack.
Basically when you attack the left, he will move left and focus there, so do a few attacks on the left side, then run to the right side as he starts to target left.
Watch his eyes for the change in color to red. Do not stand in any of his attacks.
Yes, exactly. Leveling is for understanding the fights for doing monos. That is exactly what Lagon is for. And learning the fight is on you, just as you said.
My experience with Lagon and all other bosses is: as soon as you have understood their mechanics they are pretty easy. Of course you need some stats so that you donât die to minor hits but all major abilities are so well telegraphed that it becomes easy.
Just practice a while and you will see that Lagon is a piece of cake.
BTW: dodging stuff is far more important than dealing damage. Learn to deal damage only when there are long windups or abilities going on. For Lagon you van use the time during his scanning laser beam for a lot of dps, while his scissor slams should basically be you dodging them.
There are only 2 attacks that were able to oneshot me. The moon under the tentacle and the ray. Both are very easy to dodge. As previous posters said, use dodge and evade skills, and the fight becomes rather trivial.
Also, for 2nd phase use stairs.
I did it with super sub-optimal build and >25% Lightning and Cold resistances.
You got this!
Just a quick correction: you can avoid all of his attacks except the moon beam one. That one he places under you, so you have to move. All others miss you on the stairs, though, as you said.
Iâm sorry, but this is a you problem. It is entirely possible to learn Lagonâs fight/mechanics, itâs a very mechanical fight & the biggest gear checks are the waves in phase 2 & 3. If you are incapable of working the mechanics out yourself then there are videos that can help.
Also, if you feel heâs a âroad blockâ, you can get someone to give you a lift to the next area or do the Temporal Sanctum which will deposit you in act 9, though that does require a key which only drops after Lagon.
Lagon is in my opinon far to hard for his gear check if you B line the storymode and do not farm for gear or craft in a feasible manner.
Lagon and Nessus are equivalents (Nessus being Titan Quest) equivalents. You crush the boss if you do a bit of farming and leveling, but get wrecked on resists / mechanics if you cant tank the unavoidable damage.
I blame the devs of Last Epoch for this, as i seen this on forums, i seen it in my videos, i seen it on reedit. The problem is content pacing. The entire game suffers from this, and its worsened in end game and monolith.
Campaign should drop way better gear, monolith should drop much worse gear, and end game should drop predetermined 90% percentile gear. Game fixed for 90% of players.
Soooo. Lagon is doing exactly what itâs supposed to do? Youâve been rushing stuff and Lagon is telling you itâs time to slow down and take a proper look at your build/gear?
Proper pacing progression is very hard to do in a campaign. In all games there are always parts where you zoom zoom and others where you hit a wall. Usually the walls are put in place as a warning for whatâs to come and something you need to overcome to continue progressing.
Especially with lizards and Nemesis, campaign already drops loads of good gear. At this point you only have a problem with Lagon if you constantly ignore these mechanics.
You can also, you know, craft gear? Im usually fully geared with resists and stats that my build uses. My items are mostly as high crafted as it is possible for my level at the moment.
Lagon is a joke.
People run to him wearing armor made out of toilet paper and using paper mache weapon and are surprised they get wrecked.
I have never done that & generally the only time I have problems with Lagon is the waves in phase 3.
Thereâs nothing to blame, you didnât do a good job building your character. Itâs not a them problem.
So you rush through the campaign then hit a brick wall in normal monos, have difficulty progressing & casuals drop the game 'cause they canât gear up well. GG.
I am talking from the perspective of game design- always assume the player is new when doing story campaign and always assume they got no idea what they are doing and will quit the game at the first !quitmoment!
Most players donât even do end game nor do they play post story mode. So you actively not focusing on the content that is most important
That is the mentality that kills your game since players quit. Itâs also why America is failing economic state. Itâs never the problem of the people making the decisions
To be fair, players that only do the campaign usually donât return either way. So they donât really fit the seasonal model. So, while you definitely shouldnât ignore them, you shouldnât also base most of your game design on them.
If you donât offer a challenge, more people (the ones that return regularly) will quit. Most of the diablo-clone regular players like the genre because it offers a challenge. If you donât have a challenge (which is what youâre suggesting), then thereâs no point.
That is a very good way of putting it yes. Ideally also give them rocket boots- they must be going so fast that when they hit the wall they break through it, mostly unharmed.
The book of mobile games is very effective in creating addiction and addiction creates loyal players that never quit,- partly due to Stockholm syndrome, just look at WoW players they been abused for 15 years.
So yes, letâs have Last Epoch be sending kids into walls. The sugar being drops and the caffeine being addictive gameplay loop
If you want to be the kind of scummy developer that treats their players like wallets rather than people, thatâs entirely up to you, but itâs quite douchy.
You can treat them as a wallet and still let them have a lot of fun. Clash royal is a decent example of how you can do both.
No reason to not do that considering from what I know of PoE this still applies. And people seem to scream that game is the best in the ARPG sphere. PoE is completely pay to win- especially with RMT.
I think that proves my point. Juice the players then when they are happy rinse them- like a watermelon. You water a watermelon it grows, then you eat it. Players are like watermelons
And the entire Dark Souls genre proves difficult encounters donât stop people playing, disproving your entire point.
If youâre gonna âB line[sic] the storymode and do not farm for gear or craft in a feasible mannerâ youâre always either gonna hit a wall at some point ⌠or just never encounter challenging content. Thatâs just a case of canât have your cake and eat it too.
So your solution of making campaign Lagon easier doesnât actually fix anything, at best it just shifts the issue to Majasa, or the first Monolith, or Empowered, or Corruption scaling, or âŚ
Dark souls is bad example to use for your point for many reasons.
(1): dark souls is a skill check without unavoidable damage. You donât need any gear to clear. In an ARPGs the damage comes from stats on your gear. Therefore the question of loot progression actually matters.
(2); dark souls is constantly bashed for being one of the worst games for new players and itâs very niche game. Dark souls has never seen any form of large scale success.
After decades dark souls only sold 35M copies. While a simple game like Black Myth Wukong a much easier game that, focuses on making the player immediately feel strong sold 20M within first few months.
Dark souls is an objectively bad game, with bad hit boxes and bad game design. A small minority of people like playing bad games, same people who bought Dragon Age veilguard.
(3); you can see the success of mobile ARPGs like Raid shadow legends. Which used all the tactics I outlined. Have 4.3M daily players and already had made more then 1B in profit.
The truth despite how much people try to cope is that mobile game make money and they make money for a reason