Sanctum of the Architect Waypoint

Please add a Waypoint to the Sanctum of the Architect zone.

There are quite a few lucrative Prophecies that require killing Architect Liath, & having to run through two zones to get to her is frustrating. Especially due to the fact that they are very low level zones.

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Is not that bad, you just need to get there once, kill the boss and then leave through a portal wait a couple of seconds and enter again, you will appear at the boss arena with the boss respawned.

Yes please, running there is a chore.

It would also help campaign because Lagon kills a lot of players, and not forcing them to make the trip again if they take a break would be kind.

1 Like

you can also skip that prophecy.

@Klainhz My response here is for the campaign. This has nothing to do with Prophecies.

@Felio A kindness??!! I would say a necessity!

If a player dies vs. liath or lagoon, their health, Lagon and Architect, should not reset. They should be set off screen to keep trying while the lagoon or the architect regains some hitpoints. Their needs to be less re running the entire area to get back to the Architect. And there needs to be a way point after beating the Architect so we dont have to beat her AGAIN if we need to log off before we get to lagoon. Also the lagoon boss fight needs rework. The players need more space to fight lagoon and his body should be subject to hits as well. His moonbeams should not be unavoidable one shoters and more room to avoid them. These beams that sweep across the platform are a guaranteed one shot for the players. Also Lagons tidal waves should also not be one shooters. They could off course slow the player significantly. And if we are killed in the 2nd part of lagoon’s trial, we should be able to return to that part without having to restart the whole flight. So I had to log off in the Lagon temple area when I got to lagon. So that means I will have to do the ENTIRE temple, beat the Architect AGAIN, and re-do the ENTIRE lagon fight. That feels too much like a chore beyond the “git good”. Cause really the lagoon trial, the way it is now, is more of a trial of endurance and thats not a good thing to have in games when one has to redo tasks because of bad level design. Please fix this devs. GIve us more room to fight lagon, or just go directly to the 2nd part with him at a set point with all the fun stuff he can summon at us, or have him move to certain points of the arena we fight in as opposed to having him right on top of us cheesing us with unavoidable one shot attacks.

This I definitely agree with,

So you don’t want anything dangerous in the encounter? Then when you get to monos & the bosses there will be more dangerous you could then come & complain that there was nothing to teach you the mechanics!

A wider ledge to fight him on? Maybe?

Pre-1.0 (or possibly pre-0.9) you used to be able to attack his body, but that had massive issues as procs & the like used the base of his model to work whether you were in range & since that was a really long way below the ledge, most procs didn’t work.

Yeah, that’s annoying. And it’s not like you’ll be farming campaign Lagon for drops.

But the moonbeams are not “unavoidable”, I almost never get hit by them either in campaign or in monos now that I understand the fight.

The tidal waves are also not a one-shot mechanic unless your build is really not ready for it. The waves should hit hard, but I have never been one-shot by one and I get hit by them quite often.

That does not negate that I agree with the idea that we should not be forced to redo the entire area again if we die, have to log off, get disconnected, etc. This I completely agree with.

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