Why 'learning boss fights' is not feasible in Last Epoch

Games should always be tuned for the .000001% of the player base that derives their self-worth from how well they click pixels. Otherwise, the game has too many P2W elements, and welfare epix!

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I thought about making a post like this myself, but figured it wouldn’t come across right. See, I have YET to get past the lightless arbor dungeon boss even on tier 2, typically trying with a character around level 65. Only once have I made it to phase 2 and died there.

For the most part, I don’t care about dying in ARPGs as I have never been in the HC crowd, but it leaves a HORRIBLE taste in my mouth when that death means starting an entire dungeon over that can only be accessed by a random drop mechanism from other parts of the game.

I hate it, I hate it A LOT to the point I have stopped playing entirely. Even one-shots in monoliths I can deal with as typically that’s at most running another echo to get stability back and doesn’t require a key to try again. Eventually I’ll get it. But there is something extra deflating to the current dungeon design that has made me do a complete 180 on the game itself. The direction it’s taking in that regard I just can’t get behind and I’d rather play something far less frustrating.

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Not sure if this is the right place to ask. I got instant killed by T4 Julra’s water splash attack despite having 2.7k hp, 75% cold dmg resistance and 2.4k+ armor.
The preparation time of that attack seems shorter in T4 than T3.
Any tips on that?
Is it possible to block it with Rebuke?

The seeking water projectile can be entirely avoided by just outrunning it.
It will disappear after a short time.

More active defenses like guaranteed block from Shield Bash or Rebuke would also work yes. It is considered a hit.

Thanks, but I was talking about the cone AoE water splash attack. I just cannot react in time. When I realize it, it’s too late. I am thinking about face tanking it with Rebuke.

Oh well. Couple of things you can do with that as well:

  • Spare you movement skill
  • Try staying very close to the boss, even if you are ranged
  • Walk out of it diagonally towards the boss, for the shortest path out

That skill is also considerd a hit and could be guaranteed blocked or tanked with rebuke.
You could also interrupt the boss with CC.

I dont really see how it makes a game inaccessible to have 3/4 of the difficulties for the bosses be easy to overgear, so you dont get one shot by everything. And only have the hardest have the one shots that are actually very hard to outgear. OP’s first post literally says we should have one shots in lower difficulties, and then goes on to say not everyone should be able to do t4.

But sure, im the one suggesting we should have less accessibility.

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Apparently based on their description they are the best and most logical player ever

‘I went in scoured the damage, prophetically knew which would now one shot me, I proceeded to never get hit again by any attack’

Its weird because Julra hits me for around 500 damage on T3, then proceeds to hit me for over 4k on T4, its apparently dodge or die, defence is meaningless

Im rusty on aRPGs as ive been playing Elden Ring last 1.5 months. I have solo’d Melania and think the fight is tough but fair, unless you have crap Vigour you wont get one shot in Elden Ring much this should also be the case for Last Epoch but 4k Ward is still ‘too low’

it doesnt matter anyway, people can beat Melania in ER without getting hit and many other things, doesnt mean majority of people struggle on them for hours at a time

the problem with this game is the excessive one shot damage

more like theres only few setups that can do it, as explained above if 4k eHP is too low then every life based with under 3k life and sub 60% endurance is basically auto dead

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With a pot on your head? :stuck_out_tongue_winking_eye:

If someone isnt endurance capped for t4 bosses the problem isnt the build, it’s the person not playing the game properly.

My two cents:

Should there ever be a respawn or retrial before a dungeon boss, it should be limited to 3 or so.

Also, each failure should reduce the rewards.
Like, if somebody kills t4 julra in the first attempt he should be rewarded more than in the third attempt.

Lmao, up to date with the memes i see

I beat her with Wheel of Giza, Bleed 2H axe as I couldnt beat her using my normal dual wielding Great Thrusting Swords

Second time I did dual wield Dualist Greataxes and just ran away/back to her doing jump attacks screwing with her AI

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Unless you are a Druid or maybe Paladin/Sentinel you will struggle to get 2600 HP, Capped Endurance / Endurance threshold of 30% of your HP, capped resists, 100% CA and the damage as well

So basically you need very high even capped of every single defensive mechanic apart from block/dodge/GB just to match 4k ward on a life build which still gets one shot by Julra

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How about the idea of a “Trainingground”? Once you encounter a boss for the first time in the Story, his Dungeon or a Mono, he gets added to your pool of “trainingbattles” and you can summon him at your will and tune his difficulty to your liking. (Of course there wouldn’t be any loot or XP to gain in that mode; likewise there should be no perma-death in HC.)

Call it the “Realm of Shadows” or sth like that and give the players a killcounter for bosses defeated on hardest difficulty in that mode granting at least something to brag about.

I would certainly use a function like that from time to time. But surely there will be people who would think it “spoils the experience” or that it “trivializes the learning process”?

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I get your idea but it is way to easy to abuse that by just making a squishy character with giga dps and low health just so you cant be oneshot (which would be a defensive layer) and still have loads of dps.

fully agreed, the keys were pretty rare aswell so i couldnt be bothered to keep trying haha.I just wanted to redo the bossfight and learn what happend in that oneshot.
Level 65 is pretty low in my opinion though… so the argument could be keep leveling so you can get better defences.

At the same time some bosses do have attacks which you cant face tank so there is that.

The idea is meant only to make the lower tier feel dangerous at lower levels, you can play with the equations to make sure that it is not easily cheesable at higher tiers.

I was just pitching the idea so I did not finalize the details, i think that there should also be a flat component in addition to the the percentage damage component.
Just to clarify, i will give an example with random numbers that sound reasonable (but might not be).
Lets say that we impose a 80% percent damage to the intended oneshot mechanics.
The overall hit would be 80% (current health+ward) + Normal hit damage.
The 80% would not be affected by increases in damage/mitigation. Basically it would be always 80% regardless of everything else.
The flat would be treated as a normal hit and therefore affected by block and all other forms of mitigation.

To convert old mechanics to this version of the system, you take the old damage it used to do and multiply by 20%.
This means that somebody at full life would get 80% of their health as damage and the remainder 20% of the original oneshot mechanic.
This means that people that used to be oneshot by the old mechanic are still oneshot by the mechanic, and people that used to survive at full health still survive.

What is the game trying to teach you though if you die in 1 hit with very good defences?

to me its saying ‘you are bad at the fight, get better’, eventually you will get hit by something so therefore stacking defences to make up the fact you wont be dodging every single attack feels fair but the investment required is pretty huge

Even very good players in souls games get hit by bosses and can still win the difference is if they can actually survive a single attack

@Heavy
Might be a bit late. But I finally beat T4 Julra.
I end up using Lunge. It lets me regain missing health and helps me dodge her AoE attacks.

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Gz, it is never too late to share successes.

Just keep on practicing the fight and you will become more and more comfortable with the fight.

At some point it will become second nature.

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