Act 8 Doedre the Vile fight is utter garbage

I thought this fight was rather easy. Just pummel her, turn valve, and go back to pummeling here.

I didn't realize there was a valve for a long time, after having 9 stacks of red stuff on me and portaling out, coming back in to see i still have 90% inc damage taken debuff, i left to watch some youtube videos to realize theres a valve.

Then i stuck with the green form and had 10 stack of green debuff for the rest of the entire fight cuz BV just does too much damage even having 70% less damage I still could kill adds fast enough to gain life potion charges. I guess for builds with bad dmg you just turn valve a few more times and dodge during the temporary buffs.
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biyte wrote:
I didn't realize there was a valve for a long time, after having 9 stacks of red stuff on me and portaling out, coming back in to see i still have 90% inc damage taken debuff, i left to watch some youtube videos to realize theres a valve.

Then i stuck with the green form and had 10 stack of green debuff for the rest of the entire fight cuz BV just does too much damage even having 70% less damage I still could kill adds fast enough to gain life potion charges. I guess for builds with bad dmg you just turn valve a few more times and dodge during the temporary buffs.


Yepp, when I found the value (after 10min or os) the fight became quite easy actually.

I just turned it as soon it was possible (every 10s or so), thus reseting the debuffs and add and so on.
I really liked this fight. I built my usual glass cannon and didn't survive it well, but the fight mechanics were fun. Probably a pretty easy fight if I had some life.

If I recall correctly, when you first enter the room the valve shimmers to suggest turning it.
After figuring that part out, you can infer the rest from your past experience with her curses. Seemed fair enough to me. But if you failed to notice the valve, I can see you having a really bad time really fast.

It's nice to see a fight that the player can control a bit.
There's a valve, what?

I found all the new god fights a tad on the too easy side..they just die too fast to get their mechanics off. Perhaps it's a build issue? If you have enough dps and life, all of these fights, all the way up to and including Kitava, are laughably easy, even for a lazy stoner like me who tends to like hipster builds...
I play the game without reading spoilers. This fight is the most deadly one for me. On my first char I ripped at Innocence, Kitava (A5) and Doedre. On my second char I went deathless, until again Doedre, despite me reading about the mechanic at this point, because I didn't have a clue wtf is going on in my first encounter.

Out of these fights, Innocence is the best design by far. It's deadly, but the player can understand the mechanics fairly quick and learn from his mistakes.

Kitava is a bit confusing, as that ground clutter is not really clear. Yeah, move away from his hand waves but then get almost oneshot by some ground effect, that is not very visible, whatever... instapot and zerg.

Doedre in BS. Most players will not get the fight mechanics on their own, or will require many deaths to understand what is going on. The room is small, which would be ok, if it weren't also almost completely covered in crap you have to avoid. And the stages become deadly too quickly. Melee, bitch please. Doedre would be fine as a side quest, not an obligatory fight.

Innocence, Act7 spider boss, Lunaris/solaris act boss, that "Ghurka" lady in Act9, karui boss in mud flats.. == fair fights. Designs that the player can understand rather quickly, but are still deadly.

Kitava & Doedre == bad design or bad execution.
When night falls
She cloaks the world
In impenetrable darkness
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morbo wrote:
I play the game without reading spoilers. This fight is the most deadly one for me. On my first char I ripped at Innocence, Kitava (A5) and Doedre. On my second char I went deathless, until again Doedre, despite me reading about the mechanic at this point, because I didn't have a clue wtf is going on in my first encounter.

Out of these fights, Innocence is the best design by far. It's deadly, but the player can understand the mechanics fairly quick and learn from his mistakes.

Kitava is a bit confusing, as that ground clutter is not really clear. Yeah, move away from his hand waves but then get almost oneshot by some ground effect, that is not very visible, whatever... instapot and zerg.

Doedre in BS. Most players will not get the fight mechanics on their own, or will require many deaths to understand what is going on. The room is small, which would be ok, if it weren't also almost completely covered in crap you have to avoid. And the stages become deadly too quickly. Melee, bitch please. Doedre would be fine as a side quest, not an obligatory fight.

Innocence, Act7 spider boss, Lunaris/solaris act boss, that "Ghurka" lady in Act9, karui boss in mud flats.. == fair fights. Designs that the player can understand rather quickly, but are still deadly.

Kitava & Doedre == bad design or bad execution.


And/or perhaps never playtested with a melee character, because fuck melee.
Wash your hands, Exile!
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morbo wrote:

Innocence, Act7 spider boss, Lunaris/solaris act boss, that "Ghurka" lady in Act9, karui boss in mud flats.. == fair fights. Designs that the player can understand rather quickly, but are still deadly.


I went in blind for most fights, and I had a really really close call on the black bull ( Gruthkul ), it's hard to see what's going on ( probably on purpose, but sometimes, when it's too much, it's really not fun or engaging imho ), and even though I was tanky, this boss had quite a bit of burst.
Mostly physical, I had been told.

But the phase that got me to understand the fight on Doedre was the one with the slows, not the one that would have increased the damage taken, so .... I might have hada much "spikier" experience there.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
Last edited by Fruz#6137 on Aug 14, 2017, 7:30:28 AM
Honestly this boss fight is pure cancer.

My first character, spellcaster did her without caring about anything.
My second character, melee took 8 million portals and I wasn't even sure if I was going to be able to do it.

I know that poe generally shits all over melee, but this was just next level crap design.

(SSF)HC
Frankly, this fight needs either a total rethink on interactions, or a straight across-the-board nerf. The type of damage she deals, combined with the debuffs, a mechanic that doesn't quite lend itself to easy discovery, and the fact that you have to actually interact specifically with a clickable object while weaving, make this basically an SNK boss - and when not even act bosses are this overwhelming, that's going into the realm of unreasonable.

If you must have the player do something to trigger a mechanics change, it should be WAY more obvious AND easier to trip in the middle of a fight - Shock and Horror's pillars are a reasonable example (you don't have to aim for a clickable object, just the ground behind a pillar). Perhaps a gold-plated floor plate of sufficient size that can simply be walked over to change her stats would make the this fight far more reasonable.

Literally, changing any one of the four problems with this fight would make it more reasonable, and still keep some level of challenge to it.

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