Nice video.
I’ve been taking a break for a little while, and picked back up again.
My worst fears from a couple of months ago seem to have been realised. I was a huge critic of the T4 Julra fight, and now it seems that all that has happened is that 2 new variants of the “exercise in futility” have appeared.
I’m not against making the hardest incarnation the hardest to do. It’s logical. However, yet again nothing seems to have been taken on board from the large amounts of critique in the forums here prior to my break.
Once again we have 1 shot mechanics, again we have the best way to do something is to “find the safe spot that shouldn’t really exist & exploit it”, again we have overlapping mechanics that mean no amount of god-like skills can “play” you out of danger, and lastly we have yet more “murky” graphic pre-indicators/warnings of damage that can only be seen by hawks or with night vision goggles on.
I’m frankly disappointed. As always, I do have high hopes with the LE dev team, but it seems like they’re just falling into that same old “poe” trap of laziness when it comes to dungeons.
To partially restate my previous opinion. MoF bosses are by and large great. Why? Because there are clear & obvious methods to avoid their damage, they seldom one shot but when they do you can learn from that and improve how you approach the fight, the graphics are clean so telegraphs are visible. Lastly, when there is a deadly damage, there is also normally a clearly obvious inert thing/object in the arena you can use to hide behind/dodge around etc. In other words, they are well thought out & executed fights. “I will kill you with this attack” never appears without “here’s how you can avoid it with skill”.
Dungeon bosses seem to be the opposite. Telegraphs that don’t stand out from the fight areas background (i.e. grey on black). One shots calculated to overpower 99.99% of builds ehp with massive AoE circles and no designed “safe points”. Badly thought out damage mitigation options that don’t work very well most of the time. Lastly, way too much overthought and complication that leads to no OBVIOUS methods to attempt fights.
The one thing they forgot from PoE is that when fighting things, you had MULTIPLE portals, so it wasn’t a “have a go, fail, then wait for another key/start from the beginning, fail, then wait another 30mins-2 hours for another go”. IF you are going to make stupidly hard fights at T4, then don’t penalise us with only being able to have ONE GO at it per run!
Stepping from T1-T4 should be harder, I agree. However, making T4 so hard and overtuned that it’s basically pointless defeats the object of having that 4th level. People just won’t bother engaging with it for the most part, so it’s not really serving any purpose being content in a game. There don’t need to be 1 shot massive AoE killing zones to make things harder, it’s just lazy. Instead, try using time. Use speed of attacks, use faster rotations, idk think of anything along those lines but anything apart from 10k dmg attacks when you damn well know the highest sort of Ehp is 9k and below.
The fact that so much feedback was given on Julra, then 2 “double down” versions of bosses were released just makes me sad. I expected and expect in the future better from the devs.