Weaver is a terrible design and needs to be changed.

Yeah, it isn't a problem with the boss, the problem is projectile overlap mechanic because in gauntlet you get extra proj and extra aoe, but the projectile spread doesn't increase with AoE.
When the weaver respawned I got bodyblocked a bit and couldn't get in melee range in time, I survived but that was a 1200 life mara with endurance charges and decent amount of armor for the level, it isn't one big hit so it kinda works. Still hurts like hell, though.
The next time you run into this problem is with doedre and malachai in act4, some other enemies also have aoe overlaps but they don't hit as hard.

The whole mechanic is hardly consistent, some skills that do a ground AoE can overlap like this, and some can't.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
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painfrais wrote:
Ok, I read you guys, still, how do you avoid the one shot exactly? I would love to know.
Like according to PoEDB, the spell can only hit targets that are 20 range, I wasn't ever, so why do I get hit, I'm telling you there is something fishy with the mass minion, it would be as if the obscene shotgun Merveil has was shot from any range, just boom boom cya at all time, anyone gets 2 shoted in a cold/stun lock, that doesn't make sense to me.

I'm ok with the Merveil one, whenever you go range you gotta keep running, fine. But the Weaver one is literally unavoidable one shot no warning, just boom cya.

To me, it would be simpler if you had a different skill that isn't so stealthy, just like Merveil and her shotgunning range aoe. It's clean, you know it's coming, the trigger works perfectly.

The mere fact you guys have to say Weaver is the hardest boss, that straight up shouldn't be the case, how is some spider in a cave stronger than end of act bosses, it's hard because the ranged mechanic throughout the game in general is overtuned, which again, I am fine with, just not fine with said range mechanic not being obvious, and working extremely well, if there's any glitch at all or any bug then you get straight up one shot, that's just not a good thing.
its just not a normal balance issue when its in the gauntlet, because the act bosses are not balanced around the extra mods being applied to them in the gauntlet. weaver just happens to have an ability that scales obscenely off the extra projectiles and its just the way it is. its like if i started a hypothetical private league where everything had 500% more fire dmg. suddenly every enemy and boss that deals fire dmg would be 10 times more dangerous than anything else, but thats not a problem with fire dmg dealing enemies in general.

as for avoiding it you probably have to ditch your minions for the fight and make sure you always stay at very close range. the minions dont mix well with an ability that trigger against targets at range which has the power to just delete you. you gotta adapt to the situation
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raics wrote:
Yeah, it isn't a problem with the boss, the problem is projectile overlap mechanic because in gauntlet you get extra proj and extra aoe, but the projectile spread doesn't increase with AoE.
When the weaver respawned I got bodyblocked a bit and couldn't get in melee range in time, I survived but that was a 1200 life mara with endurance charges and decent amount of armor for the level, it isn't one big hit so it kinda works. Still hurts like hell, though.
The next time you run into this problem is with doedre and malachai in act4, some other enemies also have aoe overlaps but they don't hit as hard.

The whole mechanic is hardly consistent, some skills that do a ground AoE can overlap like this, and some can't.


So it can be tanked after all, well I sit corrected.
Did you try turning it off and on again?
What bugs me is that something like this : https://youtu.be/m72azJCD8Co?t=27 where they didn't correct the spread on the mortar, you guys remember when you prevented us players from shotgunning so well? that's exactly what didn't get corrected here, the boss sends 5 proj at the exact same location because the guy is in melee, even tho it shouldn't be using webshot against melee in the first place, it is bugged, 100%, this is the problem, it is bugged multiple ways, this is why it's so hard, not because of the increased difficulty but because a) it doesn't spread b) it does too much damage, PoEDB has the damage as 71.74 to 107.6 x1.2(league 20%) = ~ 86 to 129 x 5 = 430 - 645 now that's with no mitigation, but if we continue, then we can remove about 30% of half( the half that is phys) from armour, which yield = 365.5 - 548 that is still nowhere near the damage it actually does, which is why it has to be bugged on that as well.

it casts the web shot in melee with no warning with maxed out overlap and it does more damage than it should by an almost 2x margin, like it had 100% crit instead of 0%, this is why you should rework the ability instead of just gibbing people and being like hey that's part of the game yayayayaya, just no, make sure things are consistent before smashing gmp on the content. it's the same with maps if the mobs don't have the same spread on gmp we players do then they can shotgun really really well and that's not ok. Like say Weaver stays the same but the spread is the same as when you click close and it goes all around you, then it wouldn't one shot anymore, it would do a lot of garanteed damage, once every 10s which is fine.

If we look at difficulty in a linear fashion, the weaver should be the end of act boss, 5 levels higher and you should make the damage another ailment than chaos so we can use resistances, it's not even a matter of difficulty really, it's just bugged to begin with, we are looking at an overtuned ability that's also bugged so it double scales doing damage of a boss of act 4 in act 2.

If you have to take away anything, make the gmp of any kind on the entire game, spread the same as player gmp does and that would solve everything.
well the point still remains that none of this content is balanced around gmp, since it normally doesnt have gmp

the gauntlet is a community created event which was never meant to be fair. it was intended to be a borderline masochistic overtuned hell race for those who enjoy that sort of thing, and its been going on for like 6 leagues in a row by now. since it began it has increased a lot in popularity to the point where it became a ggg promoted event, but that doesnt change what it is at its core

if you are not down with that kind of stuff there are a multitude of other events you can participate in, but none of this has any relevance for the balance of the core game, since act bosses are not meant to have gmp.

redesigning the boss because it becomes absurd in an already absurd fringe game mode is probably the lowest priority possible

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this is why it's so hard, not because of the increased difficulty but because a) it doesn't spread b) it does too much damage


this is a funny line to me. so its not hard because its hard, its hard because its hard? what exactly is the increased difficulty beyond the mods that make enemies and bosses insane
Couldn't you just use Frost Wall to protect yourself and let your minions move around it to attack?
First of all saying something needs to be changed because in gaunlet you cant do it on some builds us borderline something that would be removed by support.
Second of all you wrong, you can do it on srs.you just need to run circles untill he fires his web then you have 7 sec to dps.

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