The void puddles are not permanent, their duration scales up with the Tier of the dungeon and makes it more and more important to properly place them.
You as a player are also in 100% control when and where you get them. (The boss will always give you the debuff after she followed you into a different Era, when you used the time shift ability).
A movement skill is not really required even though it makes that part a lot easier.
That is definitely a change that would be great.
Right now you will always get one tick of damage and without a movement skill 2-3.
Making it so, that you have the ability to entirely avoid damage from the void puddles if you are fast enough or have a movement skill would be great.
Don’t like that.
The puddles are one of the most crucial and impactful mechanic and I absolutely love mechanic like this, where the player is in full control, how to deal with it.
Feel like devs on most current games dont have the ability to challenge ranged styles of play as much as melee, since its much more straightforward.
Every single boss fight I encountered has void zones in melee, aoe-dont-stand-zones in melee or around the boss and most require out of boss time to survive, meanwhile ranged can keep close to full time uptime.
There’re probably infinite possibilities for mechanics and environment effects that can affect ranged:
Aura that deals damage the FURTHER away you are from the boss;
Any spawned unit that does cover only boss surroundings or nearby area…make voidzones spawn in the full boss are / make waves cover the full length of range / spawn “bad stuff” from outwards to inwards or in completely random patterns on the boss encounter room…
Meaningful thorns aura (since melee builds have a tendency to have more sustain, leech and defenses)
Slow aura. Can also have stronger effect in varying ranges.
Hard block of ranged abilities, like walls, spawned obstacles, mazes…
Boss rooms with more stuff going on that requires attention or maneuverability
Spawned adds or units that requires some tanking or extra CC or AoE damage/control
I don’t get what the problem is, everyone has to play the lower T1, T2 etc. first anyway. At these levels you can take your time and learn the patterns.
I’m usually a range character player, mainly focused on marksman. With marksman HoA i had no problems beating her because i could focus on her attacks.
Currently i’m organizing a event for the german community where we are hunting for achievements that i put together. One of the achievements is to kill her T4.
I’m playing with a cold dot druid, because our theme is to play with a shapeshift class.
It’s basically the first time i play her melee and i have to agree that melee is WAY harder than range.
All the time i was pretty sure that i understand the fight and know what to do. Cold DoT werebear is good in arena and mono but has not the best single target dmg, so basically the longer the fight lasts, the harder it gets because all the void pools are getting nasty and i have to stay close range for maelstrom dmg.
During the event i was in voice with @XLVI_carpo and he told me a little trick. After i used this trick, the fight was sooo much easier because i didnt have to concentrate on the void pools again and it also helped out 2 other players to beat her t4.
(i dont like selfpromosion but here is the boss fight)
I hope this can help you out, but i also hope this is not an intended mechanic so i want to bring this up for the devs aswell.
The goal is to stay 99% in Divine Era to keep away the lightning pillars. Also by doing the time shift at the right moment you can prevent void pools, which is imo the main fact why i died to her as a melee char. Sure i can facetank some attacks because werebear is tanky, but still…you are not focused on moving all the time.
I am playing a melee rogue, I have to say the only real problem is the rotating beams + her positioning. Thanks that my build have absolutely no high level legendary upgrades to strive for, so I can safely skip T4 and keep going, but if tomorrow I get something really useful to push my build to the next level, and happens to be a 75+ legendary, I would be in trouble, and forced to make a character that can make this fight so much easier.
The real problem is that there’s a mechanic behind this difficult challenge, if there were alternatives, would be a nice challenge hardly doable for melee and that’s it.
On a more general tone I think this game doesn’t address the risk/reward for melee range properly, is not a sad joke like PoE where you literally cannot stand still to use your abilities, and melee in general is just masochist due to the current state, but still…
You usually get better recovery, and get the some niche benefits like stepping from a shorter range for cone attacks and such, but that is not enough (IMO), there are so many range/minion builds that can do and take just as much damage.
without a movement skill its still only 1 tick of damage as long as you have like 30% movespeed. you just need to be moving the moment its put down. i just run around the outside of the arena and have never taken more than 1 tick of damage.
I’m adding my feedback as the devs have done an amazing job of listening to people. I’m super impressed by the devs.
I’m sure the fight will get better with practice but I’m really not enjoying this fight as a melee character. I’m finding it frustrating and it is making me want to stop as an upgrade is gated behind the tier 4. The spinning beams are frustrating and during that phase I can’t attempt to do any damage. It also feels much different than the other boss fights. I love the Orobyss fights and I’m currently doing them on 350+ corruption.