Temporal Sanctum has horrid pacing

Two identical floors of the most boring, repetitive content and enemies. If you want to full clear it on your first playthrough, it’s effectively four floors. Even more because you have to backtrack to get through myriad blocked doorways.

Culminating in a boss fight that is the opposite of the complete snoozefest you just experienced. You’re totally unprepared for a hectic, clusterfuck of a fight, if you’ve never seen it before. An absurd mismatch to the floors leading up to it.

It’s like doing the Twilight Strand and walking into The Maven.

And you only get 1 attempt to boot. You can’t make this shit up!

Don’t expect the developers to understand balancing. They throw shit at the wall and see what sticks.
The “boss” is a random number generator you need to guess correctly about 15 times in a row. There is no such thing as having enough health, resistance, armor, and endurance for that boss. Swapping between timelines is some crap they think is cool, but it’s obnoxious and often lands you in the same thing you’re dodging from the other timeline.

It’s crap. They made a game that is accidentally fun sometimes. Endgame is still a borring grind, and now this RNG gatekeeper boss prevents modest gear upgrades. You can teleport to the boss now, but skipping the dungeon was 10% of the problem. The crap shoot boss is the real issue.
Why is this necessary for crafting? It’s not clever, it’s not cool or fun. It’s a gatekeeping mechanism to tease out time and create the illusion of replayability, which is the same thing all the drop/crafting RNG already does.

Neither of you are being forced to play.

@Aplergan If you hate the game so much, move on, bro. There are plenty of games out there. Pick one you aren’t bitter over.

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Which mechanic do you have difficulties with? It’s a pretty mechanical fight.

… Um what?

What part of the boss is RNG? lol - never heard that before …

The boss has highly identifiable mechanics that are simple once you learn them … And so long as you avoid her attacks, the fight is quite easy…

Also, it’s totally possible to facetank this fight lol - you can see people do it on youtube. Of course on T4 it’s a little less likely that you’ll facetank her but it’s been done.

You get as many attempts as you have keys

I wonder if the OP is aware that you don’t have to do the dungeon floors anymore. The portal charms fall so often that if you dislike doing the dungeon you can simply do the boss all the time.

I never once had to run the dungeon, I had enough charms long before I needed to start slamming items haha.

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First, the obvious problem is the T4 boss. The others won’t 1 shot you with capped resistance and good defenses.

The RNG comes from having .1 seconds to guess which mechanic is coming next. The whole place quickly fills with zones of unacceptable amounts of damage. Calling it a “mechanical” fight means we’re talking about the same thing here. Don’t stand in the fire. So, this leaves you with needing to guess the next mechanic ahead of time and get into position for it.

Pool on the ground, get away from the circle you need to be in to avoid the orbiting spheres.
Orbiting spheres? Get in that circle.
Cheap full room 1-shot? Time it and press D.

This leads to situations where pressing D puts you into a pool and you die. Pressing D moves you from killing a pillar to standing in a sphere and you die. Too many pools on the ground to not die to a sphere? Bad RNG. Dodging one of the 4 (FOUR!) telegraphed 1-shot attacks from the boss? That means you’re getting a pool dropped somewhere you don’t want it to be when you press D later after avoiding some other stupid 1 shot ability.

With these mechanics, it devolves into RNG. Will you get lucky with a passive move selection from the boss?

If this boss were somewhere to kill once and never again, I would hate it to death, but get over it. But, this boss gatekeeps turning a LP2 item into a legendary, which has a 66% chance to go sour anyways.

The “facetank” builds you’re talking about are from before they nerfed ward builds. The whole class of meta builds the devs didn’t like and deleted from existence by nerfing ward so hard it’s stupid to spec into. You’re just lying. There are no videos of someone facetanking that boss.

“gain 30 ward on potion use” HAHAHAHAHA, what a stupid piece of text paying tribute to a system they may as well have just removed from the game. That 30 ward will decay in .002 seconds. Everything that isn’t generated HUNDREDS of ward per second is a completely useless ward generator.

Like all the LE bosses (except Aby/Uby), it’s always the same rotation. Unless you stun Julra or start switching timelines on your own, it’s always pretty much the same attacks in the same order all the time.

You go in, she starts the clock bomb, if you switch timelines and get back on time I think it’s the cone (which you mostly ignore) then the rotating lasers, etc. If you don’t get back to the same timeline on time, she will chase you and place a pool at your feet, etc.

It’s actually a very predictable fight. And you can even time things so she never places a single pool the whole fight.

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when julra follows you in time, she puts the pool under you. So you get to decide where the pools go. its like shaper balls if you understand that mechanic.

But tldr, when you swap, you want to run to the outskirts of the zone and dodge out of the pool as soon as it lands this way all the pools are on the outskirts of the arena so you shouldnt randomly port back into one.

Tank the time bomb isnt that hard, but its not something you do early on you certainly need really good gear for that.

But why do you need to do t4? the number of items that require t4 to lp is iirc single digit.

I’m a player who loves dungeon runs across all genres where dungeons are offered. At some points in Rift for example I ran twice the ammount of the second placed player just because I love dungeon runs.

In LE I avoid dungeons like the plague because those aren’t fun to me. While some mechanics are mildly intresting dungeons are a slog to do like the least favorite part of a job that needs to be done no matter how much you hate it. On top of it you always have a random reward in the end and most of the times it’s not worth going into them at all.

So yeah I rather have no Uniques then dealing with this crap dungeon if i don’t have enough “skip to the end” mats and a build that can “oneshot” the boss.

After dying 4 times as a VK erasing strike build trying to put a 1LP on a world splitter, and reading all over the forums about people dying to this T4 sanctum boss, I have to ask: Why is the WEAPON LEVEL the thing that forces higher tiers in sanctum for legendary upgrades?

It should be LP! The higher the tier the more Lp you can slam. Have the lategame build be the one that slams 2 or 3LP on something by killing T4, and make T3 be “any legendary but only 1LP”.

Secondly, if the boss can oneshot you, it needs retries. It’s that easy. “Trial and error” does not mean “Trial, error, farm keys, Trial”.

Just, make tier 3 any legendary weapon level and T4 any legendary 2LP or more, and give more tries for each key, even if the boss drops are removed after one death or something like that. “You have died, you have 4 more respawns. No boss drops will be given but access to the eternal cache is still possible”.
That’s it, boom, game design, not gateblocking weapons due to the extremely arbitrary “weapon level”.

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Could not agree more. The L75 cutoff is a joke. Can’t tell you how many times I’ve gotten a good-rolled LP1 Marina’s, only to have it sit idle because my L95 Warlock can’t beat the T4 boss. So a level 81 item w/LP1 is basically a complete waste.

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That would be because higher level uniques are the ones that are more powerful.
Which is why you’re trying to slam a 1LP World Splitter, rather than a 4LP Harthenon’s Vow (which is pretty easy to get). Because a 1LP World Splitter is far better and stronger than a low level 4LP.

So the stronger items require a higher tier, which is what makes sense.

Pretty much every build in the game can handle T4 Julra now. It’s a very mechanical and predictable fight and power creep only made it easier.
Warlock especially is still one of the strongest masteries and can make short work of the fight.

Yeah after the being triggered by dying has passed, if all 75+ gear is really good and there are good 75- level alternatives (ex: apathy’s maw instead of world splitter or even a good shadow beacon can do) then the level requirement is kind of “the strongest gear need an already strong build to make a legendary” and it makes sense.

I do feel weapons get the short stick tho. You can use most armor and accesories without an extra affix and if the unique is good or even build-required, it does the job. An extra health or ward or x increased damage should not make or break the build.
But weapons need the legendary base damage affix to get around a third extra damage; so I guess I have to change the mindset to “Level 75+ legendary weapons are T4 lategame only, rest of gear is unique only until powerful enough for sanctum”. Then again, I will learn to just think about it differently and not take their upgrading for granted after this failure.

I still believe that no boss retries unless a key is used is objecively bad game design. Using an scarce resource to learn oneshotting patterns is contradictory. It is not a problem of overtuning its a problem of not letting the player play. “Just git gud” aight just give me some hours until I farm attempts at learning, that sounds fun.

But also, and in a different note of game feel, I think this FEELS so bad because “The forging itself is locked”. It feels like I have all the ingredients of a cake and I have to fight someone that is blocking my oven, and for high temperatures I am fighting Hulk. The run to the eternal cache is a bother, there are even charms to NOT DO the content because of how much it felt bad to do. A chore looming at the end of each legendary. I refuse to believe ther is one person that thinks POSITIVELY: “Oh I love the temporal sanctum run mandatory before each legendary crafting”.

I believe a small change could make me feel better about it. Instead of entering the eternal cache once after sanctum kill, I get a (non-tradable) token to access it (at the corresponding tier). I think that way it would feel like “Well the THREE components for the legendary are the token, the unique and the exalt; if I can’t get one then I should approach it differently” instead of “I have the components but can’t craft”.

At the same time, the T4 token would FEEL important, strong, valuable. The cache itself is the same, so right now only the game window is telling you “nope this is too high level for this tier.” But with different eternal csches visually speaking, you would SEE a supercharged or, golden or amazing one at T4 and understand “I can’t get the token to access that because ofc, look at it, and the weapons that need that must be so amazing too if they need such a powerful machine”.

That way, if I loose the run I feel like I am not getting something, a net neutral, instead of being negated something I already “have” (crafting access). And at the same time, I could farm the tiers that I could do whenever I felt like it. Each successful run a net positive for the future. “Oh I’m low on legendary tokens, Imma do some dungeons now that I feel like it, not when the game wants”.

Right now the WHOLE gamefeel is bad: overall boring, mandatory FOR EACH legendary, and super punishing from T3 to T4 without chances to get better by trying. It feels like having to go to the grocery store for ONE pinch of salt each time you cook and having to pay in rare coins. And also the cool salt, which comes in the same bag as the normal one, is guarded by a rhinoceros with a time machine.

Tl;dr. Gameplay-wise I believe retries would be better, but I now see it as a game-FEEL issue, not a gameplay only one.

While I do agree that having only one attempt is kinda restrictive, you do realize you don’t have to practice on T4, right? The patterns are the same in any difficulty. You can simply try a T1 or T2 fight where you won’t die to the attacks and learn the patterns.

Yeah but I did not die on T3, because the damages of this fight are high DoTs or high frequency hits (lasers) that in tier 3 can somewhat be tanked. I want to practice the T4 fight at T4 stats.

You are right in that I could go to T3 and not rush the damage only stand around and dodge, but that is also not a realistic practice, it’s closer to a “spar” than a real fight.
And I would still be using keys to try, and if I don’t have legendaries to make then I waste keys on “learning” and some mid drops?

Overall, I stand by the token system idea. That would give me organically a way to practice in lower tiers (because you are right, its good!) while not feeling like losing my keys to do so or just slamming random uniques that I have laying around.

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Could you not just practice it on t3 but try not to get hit by the lasers?

Sparring is training. According to google it’s common in martial arts/combat sports.

Rather than wasting keys on failing? Is your purpose to learn or get gear? From the sounds of it you want to learn but don’t value the learning (given the “”).

You were rude for no reason, while not assesing my feedback with honesty.

If I die at a harbinger fight, after 1-2 echos I can retry it.

If I die at an orobyss fight, I loose some gaze of orobyss and can retry the fight just like that.

If I die at an echo, I loose the echo rewards and some modifiers, yet the echo stays. So if it is a boss (like some woven echos) you get to try until you succeed.

Yet if I die at the sanctum, the only difference between winning and failure is that your respawn at the boss door if you use another key in that same moment instead of spawning at the entrance.

“You could learn the patterns while only dodging and not care about the keys in the T3 fight” I will do you one better. I could put very underleveled gear and try the T2 fight with equivalent damage to the T4 one. AND THAT STILL WOULD USE A KEY FOR IT.

My issue is not that it is impossible to practice the fight in ANY way, I am putting feedback about the fact that any practice requires one key and I literally don’t have that many.

Failure and success should not use the same ammount of resources to enter a boss, that is my point. Then the whole sanctum is a chore that you can’t accumulate the rewards of but that is a second, different point of feedback that I explained well in the 2nd comment.

And if the next comment tells me about weaver tree nodes and strategies to farm more keys as if that was the solution I will last epoch myself.