Act 10 Kitava fight is absolutely stupid

do we lose resistances after the act 10 fight as well not just act 5?
"
Exxxiled665 wrote:
do we lose resistances after the act 10 fight as well not just act 5?


yup -30% all res both times
thought so. just started maps and all my resistances aree crap,they were all capped before the kitava fight. now i have to change all my gear again. i dont mind the fights but this resistance thing is really dumb, losing them in act 5 should be enough
You could always run a purity of elements to cap res until you find/buy better gear.

If you have to sacrifice another aura to make it work, so be it. Worth it to not die to ele dmg
i have that running but even with that they are really low. i didnt even notice until i walked on fire ground and insta died,then i saw how bad my resistances were even with purity of elements.
-Red attacks in red environment=fail design
-No restriction between attacks, the boss can nuke the entire arena without a single pixel of safe spot, or if he does only cover one half, and you run to the other side he can immediately cover that side too, and then no matter what, you will die.
-The necessity to gain access to Zana and maps.

I know a bossfight is a fail when i just stop paying attention and just press the resurrect button until it dies.

I don't understand how can a company make such trash after that wonderful Arakaali fight.
"I'm programmed to say something that is kind and uplifting at this point, but there is apparently an error that is working in my favor."
TL;DR: I agree this fight is too difficult relative to its surrounding content. I feel that it's difficult to tell what category of player this game is actually balanced around.

This post is long and waxes needlessly philosophical over a video game, but for those like me who don't mind that sort of thing... stay awhile and listen!

Spoiler

This fight does feel like an unnecessarily difficult gate to mapping. The other day I did manage to unofficially kill him deathless (thank you, cat, for running across my keyboard twice during the fight) but that was after killing him with 3, maybe 4 other characters. My very first time was a soul-crushing bodyroll that lasted at least 45 minutes. After killing the A9 boss with frightening ease, A10 Kitava felt like he was designed specifically by GGG to destroy my soul in particular.

As I was a noob that had no idea what mapping was all about, my thought process the whole time was 'If this is just the final act boss, what the fuck is mapping going to be like? Am I simply just too much of a scrub to even play this game? Maybe I should quit right here and right now.'

Fortunately for me, I toughed it out, and I actually look forward to testing a build against A10 Kitava now. Even when I die, it's only a couple of times, which is a hell of an improvement over my very first attempt. Oddly enough, my big nemesis that I hate is Innocence, who can kindly play a delightful game of 'hide and go fuck yourself'. If I played Hardcore and you told me I had to choose between fighting A10 Kitava or Innocence to continue, I'd pick Kitava in a heartbeat.

But that's the thing, not everyone is going to want to tough it out when they reach this point. Someone who actually has a life and a job, unlike me, may very well get to A10 Kitava, get brutalized over and over, and decide they just don't have time for this bullshit, and they sure as hell don't have time to go farming subpar areas for more gear when the siren song of mapping is locked right behind that big bastard.

I've been telling other noobs that started playing after me that this game has a knack for lulling you into a false sense of security before abruptly shoving it in without lube. To someone like me who can play all day and only does softcore, that's ... more or less acceptable, even part of the game's charm in a way. One of those 'love to hate' things. But to people who don't have a lot of time to play, and ESPECIALLY Hardcore players, these boss fights that are wild, inconsistent spikes in difficulty are a recipe for rage-quit levels of frustration indeed.

While a primal, arrogant part of me could just yell 'git gud' from the rooftops all day because it knows I have little problem with the fight, I merely need remind myself that only weeks ago I was actually thinking about quitting over this fight. I bet there are some of you in this thread who can roflstomp Innocence and would be laughing your asses off watching me try to fight him. At the end of the day, no matter who's good and who's bad on which of these major 'problem bosses', the fact remains that there is a problem. An obvious problem. You don't need to read very much on the forums to know exactly who the problem children are in the pantheon, because there are hundreds and hundreds of angry posts about them in particular.

The problem children are like mile-high speedbumps in the surrounding content, and I think that really, really, really sucks for, especially, Hardcore players. Someone could go through the game doing absolutely everything right but just get abysmally unlucky on drops, and then they're just stuck farming until they have the gear to confidently try to get over that speedbump.

I think the main problem is that while for the most part, the acts seem pretty nicely balanced around the average softcore player, the huge spikes in difficulty seem to indicate otherwise. Fights like Innocence and Kitava appear balanced heavily in favor of three categories: masochists; people who don't mind grinding low level content for gear; elites who just seem to be naturally godly at whatever they play.

These fights completely fuck over people who fall into other categories, such as hardcore players (especially SSF - those of you who succeed are truly gods among men) and casual players who really just don't want to bother with working out how to get over the speed bump. "I could be doing literally anything other than throwing my corpses at Kitava for 45 minutes right now." The 'git gud' crowd can laugh at those people all they want, but it's issues like this that can cause people to stop playing altogether in favor of games with smoother progression. Like I said, I almost did, simply because I figured in simple newbie ignorance that if I couldn't kill Kitava, I sure as hell wasn't going to be able to survive mapping.

My first thought as to how to fix the problem was 'just let people start mapping without having to kill him'. But that makes it slightly cheesy to be able to just map for a while, overlevel/overgear him, and then be able to go back and roflstomp his face in for your 2 passive points. 2 passive points at once deserves to be a reward for a pretty challenging objective.

Then I thought 'make it so he doesn't give passive points, put the reward somewhere in the first foray into mapping'. But then people would just skip him and wouldn't bother to fight him, ever, unless they simply happened to enjoy the fight.

There are various ways to deal with this, I think, but they may be unnecessarily complex. I thought of a system that could be applied to all Act bosses where their default state is fairly easy, something that can be learned and beaten without too much fuss by the average newbie, but they don't really give any rewards. They'd give a little something, like the rare gear that's given for a few of the quests in the game, but the easy mode wouldn't give the permanent rewards like passive points. The purpose of fighting the bosses in this 'easy mode' state would be to just be able to progress in the Acts, so you could do something other than having to go back and farm in areas that you've already cleared.

In order to get the bigger, permanent rewards we know now, you have to activate something (either an item that you're given, or a switch in the boss arena itself) that powers the boss up to the state we know them in now. When you kill them in this empowered state, then you get your passive points or unique jewel or whatever.

But like I said, I feel like that system may be needlessly complex. And it's honestly just a different way of saying 'hey, let's let people start mapping before they kill A10 Kitava,' now that I think about it.

In the end, the simplest solution is simply to make the fights easier. There will no doubt be many tears shed by the 'git gud' crowd sobbing that the game is now destroyed because casuals can actually progress past problem fights without having their souls crushed, but I think the forum speaks for itself. When you have even some veterans with lots of posts and supporter icons saying they still think the fights are a problem, I think the fights are a problem.
"
Ragnar119 wrote:


The first thing needs adressing is the minion phase, the hp of minions and dmg needs to be lowered.




Yes, the one thing I had trouble with were the minions. They can wipe you out so easily, they take ages to kill and there are so many of them poured into such a small area. I have a kickarse Ranger and yet they were soaking up my projectiles like sponges. The boss itself is not so bad, its his freaking minions.
No offense to Softcore players, but I feel this complaint is stemming from those players.

I have (very scarily) defeated Kitava with a ranger and only 4k life (armour based). Did I almost die? Yes. Did I TP back to town multiple times? Yes. However I did complete it on hardcore with said 4k life ranger.

Would I ever do it again? No - it was stupid.

Now I always ensure I have 5k life before I attempt the fight, with decent armour and/or evasion. Is it still hard? Yes it is.... but this is the story lines end boss. If you're running in there with less than optimal life and not at least say, level 73ish... then what are you doing?

I'll tell you - coming to the forums to complain you can't run a DPS build, or you don't want to spend the time to level to 73-75 before the fight... or whatever. Basically you want the fight to be easier because you're too lazy to build or level around it.

Kitava is one of the last intense fights for a LONG TIME in PoE... until you can start running Red maps. T1-T10 maps are boring as hell besides finding loot - at least Kitava, Avarius and a few story line bosses are intense "filter" fights.

Edit: Not to mention a RUBY flask is needed for sure...
Last edited by DrB00M#3732 on Jan 4, 2018, 4:42:42 PM
"
DrB00M wrote:
...

Far as I understand the logic of some complaints: You have to build for Kitava and then you respec to the build you want to map with. Is that good game design? And you say yourself that after Kitava T1-T10 are "boring". If you wouldnt need to prepare/level for Kitava they wouldnt be so boring because your character would be weaker.

And Kitava appears to be very easy for tanky build. There is nothing 'intense' if you dont take much damage from anything. Its kind of (similar to Izaro) made to favour a certain type of build. And its a major roadblock (in HC) for other builds. Is that good game design?

Kitava (and Lich now) being mostly phys is probably intentional choice by GGG against the 'sponge DPS meta' but the 'sponge DPS meta' will IMO exist as long as it is good for the end game bosses.
No wonder it's lost, it's in the middle of the jungle!

Report Forum Post

Report Account:

Report Type

Additional Info