Act 10 Kitava fight is absolutely stupid

act 10 kitava is the best boss fight in path of exile. it has everything a good boss fight should have. much like malachai before in act 4. very well designed in my opinion.
Kitava himself is fine, all his attacks are telegraphed so avoidable.

Main problems are :
-tiny arena, which sometimes make the clutter on screen much harder to avoid than it should be
-the add phase, i swear to god what kills me in this fight are the adds when kitava's heart is out. The shamans hits for damn too much, to near one shot level.


Just tone down the damage on the adds and perhaps slightly lower kitava's life (he has more health than the forst map bosses) would be enough to make the battle far more enjoyable and casual-friendly.
does no one want challenging boss fights anymore?
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kompaniet wrote:
does no one want challenging boss fights anymore?

I don't think it's about not wanting a challenge so much as wanting a smooth progression of challenge, which this boss absolutely violates.

Someone mentioned a while back that it's like putting a Tier 9 map boss as a gateway to Tier 1 maps. I don't doubt it. Though there seems to be quite a variance in difficulty in map bosses even throughout the climb to Tier 5, they generally melt pretty quickly relative to Kitava.

The ultimate challenge comes from a gradual progression through mapping, though there are some pretty scary bosses along the way that can be avoided until they become not so scary.

If I were on a standard character, I wouldn't care about this boss. I'd level up so that if I ripped to the boss several times it wouldn't make any difference and then I'd move into maps, never worrying about Kitava again. But on hardcore, there's a significant time investment to get to maps and surviving Kitava seems pretty iffy at best for me.

I'd love to see Kitava's kill:death ratio at some point in each of the leagues. Perhaps graphed over time, if GGG has sufficient info logged.
"
kompaniet wrote:
does no one want challenging boss fights anymore?


I didn't really consider him challenging, difficult or punishing maybe, but not challenging.
Largely due to how unclear some of his attacks are, esp when they overlap, which they do frequently.

I really didn't have any problem with him. But that doesn't make him a good fight. He's a boring slog. A terrible boss, and an even worse final (story) boss fight. He's just a copy paste from act 5, with buffed up health and damage, with a few new attacks. And nothing he does in interesting in the least.

Boss room is the same, there are no new phases, he has no story or character whatsoever, he's just a mindless lump.

He just sucks.


Think on this. For a cannibal destroyer god, don't you think it's just a tad odd that we never actually see him eat anybody or destroy anything?
In comparison to the rest of storymode, Kitava a10 is absurd. It should be tuned to align and further down the game be an option with various difficulty levels.

The endgame starts at a much lower difficulty level, and that's the level I'm aiming for when I'm running through storymode.

As always, the unbalance will give players different experiences. Storymode should be suitable for all builds. Go ahead, and try a10 kitava with an ES based character using what storymode provides. Enjoy your 50+ deaths.

Either ramp up the difficulty leading to it and the endgame right after it, or consider purely the experience of a feel-good boss fight for everyone (all builds) and tune it accordingly. Reuse in endgame for diehards.


Cheers
Did you try turning it off and on again?
"
kaepae wrote:
In comparison to the rest of storymode, Kitava a10 is absurd. It should be tuned to align and further down the game be an option with various difficulty levels.

The endgame starts at a much lower difficulty level, and that's the level I'm aiming for when I'm running through storymode.

As always, the unbalance will give players different experiences. Storymode should be suitable for all builds. Go ahead, and try a10 kitava with an ES based character using what storymode provides. Enjoy your 50+ deaths.

Either ramp up the difficulty leading to it and the endgame right after it, or consider purely the experience of a feel-good boss fight for everyone (all builds) and tune it accordingly. Reuse in endgame for diehards.


Cheers



I agree. The story mode is very linear in progression, until you get to Act 10. Between Act 9 and Act 10, it's not even a geometric progression. It's more of an alternate universe in the Shapers realm that you are thrown into, before you get to maps. Kitava is a T9 map boss, before you've even done T1 maps. It's completely out of place on the progression scale.
I think a lot of people are missing the point of the problems with the Kitava fight.

I'm a fairly casual player and I went into the fight with 3k life (evasion character), capped resists, decent DPS, reasonably decent gear, and died about 15 times before killing Kitava. I think I had only died twice previously (once to Arakaali, once to Gruthkul), but both of those deaths were definitely of my own making and I felt all the previous bosses were pretty well balanced.

Sure, you can tell me "oh, but you didn't have this" or "you need this setup to beat it", but if I (someone with 100+ hours) didn't know that, then a completely new player on their first character certainly isn't going to. It's unlikely they'd have put enough points into life nodes, or capped their resistances. They might just give up and never play the game again, which isn't good for anyone.

Saying that, I do appreciate having a hard boss at the end of the game and I don't think it would take that much tweaking to fix. First, stop the Kitava's Heralds spawning during the fight. There's enough going on without additional mobs to deal with, especially ones who's ranged attack can take out half your life or leap slam you just after you've dodged an attack from Kitava. Secondly, tone down the damage of Kitava's attacks by 25-35%. Thirdly, either add clear audio cues for each attack or make the animations for them clearer. Lastly, make the arena bigger, perhaps just 20-30%. I think if they do all of this then the fight will be manageable for most players.

I actually disagree with those saying to give access to maps before killing Kitava, I think putting the endgame at the "endgame" is a great way of introducing mapping. It just needs to be done properly, especially for completely new players.



"
Jdgane89 wrote:
I think a lot of people are missing the point of the problems with the Kitava fight.

I'm a fairly casual player and I went into the fight with 3k life (evasion character), capped resists, decent DPS, reasonably decent gear, and died about 15 times before killing Kitava. I think I had only died twice previously (once to Arakaali, once to Gruthkul), but both of those deaths were definitely of my own making and I felt all the previous bosses were pretty well balanced.

Sure, you can tell me "oh, but you didn't have this" or "you need this setup to beat it", but if I (someone with 100+ hours) didn't know that, then a completely new player on their first character certainly isn't going to. It's unlikely they'd have put enough points into life nodes, or capped their resistances. They might just give up and never play the game again, which isn't good for anyone.

Saying that, I do appreciate having a hard boss at the end of the game and I don't think it would take that much tweaking to fix. First, stop the Kitava's Heralds spawning during the fight. There's enough going on without additional mobs to deal with, especially ones who's ranged attack can take out half your life or leap slam you just after you've dodged an attack from Kitava. Secondly, tone down the damage of Kitava's attacks by 25-35%. Thirdly, either add clear audio cues for each attack or make the animations for them clearer. Lastly, make the arena bigger, perhaps just 20-30%. I think if they do all of this then the fight will be manageable for most players.

I actually disagree with those saying to give access to maps before killing Kitava, I think putting the endgame at the "endgame" is a great way of introducing mapping. It just needs to be done properly, especially for completely new players.


Good post, but I do have a bit different opinion on dificulty in the Kitava fight.

The first time encounter/fight with the end of the story boss it's fine that the fight is hard and close to impossible it's the end of the story after all.

When one learn what it takes to defeat a boss it becomes easier, and that usually comes natrually after a few new chars/legaues..

First time for me that fight was well... hard but doable. (3.2k hp)
Second time, right what killed me last time? How do I counter it? It became easier (deathless but with several close calls) 3.9k hp
Third time, ok, I should have a handle on it this time... No major problems and very smooth. 4k hp + some armour.

In short I think it's kinda fine as is, in my book it's alot easier the the old malachai in merc.


Anyway the point is, it can't be tuned down too low since it would dimish the importace that it's the final fight and the replayability of it. After all, we going to do it a lot of times.
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Dharall wrote:

The first time encounter/fight with the end of the story boss it's fine that the fight is hard and close to impossible it's the end of the story after all.


It would be a good design for a game with limited content and no late game. As long as PoE isn't one, we can speak of design issues.

At his current state Kitava is just a cockblock for player's progression. He has the damage of a T8-9 map boss, and the HP pool of T11-12 one.
Does it make sense? Not at the slightest.

Trial and error?
First, a well designed fight is the one which helps you to intuitively and naturally learn its mechanics on the go. The well designed fight isn't unforgiving - it lets you make small mistakes here and there, will punish you if you fuck up bad. If Kitava fight isn't one of these, it's bad design.
Second, this game doesn't only revolve around the boss zerging mode. Some fools play HC. And the whole fight, with the overtuned damage, the oneshot potential, the clutter, the overlaps, the size of the arena, is the ultimate anti-HC experience.

In short:

- poor overall design
- overtuned, disbalanced, pushover
- HC unfriendly
- progression barrier
- build limiting

Clearly looks like a nice addition to the game.
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Last edited by torturo#7228 on Aug 31, 2017, 8:54:47 AM

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