Every time I try Uber Atziri on a character, it makes me want to quit PoE.
I agree with this message. A lot of PoE design choice is just lazy when you actually apply it to the 'intended' pacing that the devs have tried to achieve over the various iterations. Corrupted Blood is one of the most egregious examples of this; since its non-interactive. You cant realistically control how and when it happens to you; or at what rate etc. The only real defense is to just be immune to it; because its otherwise such a niche mechanic that it wouldn't make sense to dedicate entire builds to countering it. Hence it is extremely lazily implemented.
For further required reading see: Invulnerability Phases and How to Be Lazy With Your Boss Implementation Last edited by jjb1214#5853 on Jan 4, 2022, 11:38:08 PM
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Man... lol.
Well, I did it, guys. I finally beat Uber Atziri on a character. ... And I just don't even feel good about it, man. It's just so... ughhhh...! My first death actually came randomly from the rain of fire off of Trio. Before ANYONE died. Just a random rain actually stunlocked me and killed me in 1.00 seconds. Totally randomly. I was tanking it the entire fight, and then it randomly decided it was gonna kill me this time. (I am immune to crits btw.) Then all my other deaths were to Atziri. Obligatory Flameblasts that didn't even come close to touching my character. Well except one of them, I very clearly Whirling'd into it, but I didn't mean to. It was a clunky ass moment during the 4-way split phase, my ability seemed to have locked onto something and doublecasted itself right back into the Blast. I had only 1 spare portal at the end. It's annoying because I didn't even feel "threatened" the entire time, and felt like I was on top of things the entire time - and yet, I was down to 1 last portal by the end anyway. I didn't even remember what my deaths were at first, as I tried to recall them. That's how unmemorable deaths are in PoE. They come in, and you just go, "Yup, PoE." And I think that says a lot. Oh well. After the salt settles, I'll try to feel good about clearing it... |
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Congrats!
That's actually one of my top mechanic complaints about PoE - bullet-helling an online game. Atziri's "floor is fire", Shaper's blue balls barrage, Elder's "stand next to Zana while the screen explodes"... requiring the player to precisely be at a certain location doesn't make sense when the server thinks he isn't. Sure it looks great in Twitch for Streamers - with gaming rigs, fiber internet and being 3 pings away from the goddamned server - to narrowly dodge a bullet like in The Matrix... but players get royally fucked by these shitty mechanics. Alva: I'm sweating like a hog in heat Shadow: That was fun Last edited by johnKeys#6083 on Jan 5, 2022, 8:07:13 AM
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" Nah you needed more than what you had, more regen could have handled it or a flask to remove it. Your complaint is the same as saying you talented for ignite resistance, it was fine for all the content except eradicator who gave you a 3k/s dot and killed you. Its boss content, it has different requirements to general mapping don't be so stubborn about it and just run the stuff they expect you to run. |
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" I don't really think that's fair. That's along the same line as saying, "The boss mechanic deals infinity DPS a second, so your 99% reduction wasn't enough. You need 100% reduction, stop being stubborn." My very complaint is that my HIGH amount of reduction wasn't enough. Apart from immunity sources, there is very little else you can add to what I already had. Either way, calling it stubborn is... maybe another fallacy? No, probably not. Probably just not really listening to what I'm saying. I'm exactly not stubborn, I already changed my build to give myself immunity long before you even posted your post. I went into the previous run expecting what I had to be enough, not, "Oh, I know it won't be, but HEY, I'M SHADY, I'M REALLY STUBBORN! HAR HAR HAR!" sigh... Why do I bother... |
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Whirling blades is an attack, which namelocks onto targets (like reflect atziri). Don't use it in the boss room, juice your elusive and use withering step instead, which doesn't namelock; or tag team between phase run/withering step and dash, which also don't namelock.
Yes you'll have to deal with the awful cooldowns on those but they won't namelock you into instant death. All travel skills have a rubberbanding problem and you have to have a good connection if you MUST use them heavily, e.g. fights with lots of beams or near total arena area denial like maven or Our Friend with the DD Cups. Also a word to the wise: they buffed flameblast and vaal flameblast SIGNIFICANTLY one or two leagues ago. Nobody ever uses these, except our udder-juggling friend in the Alluring Abyss. Remember that vaal pizza blast deals cumulative damage with every stage; you won't have time to run because it will likely one-shot most characters as soon as it reaches any stage while they are in it. Whereas before 3.15, you had to be standing in overlapping pizzas or pizza + vaal storm call to legit be one-shot. Lastly, UA and Vaal Temple CB shouldn't really be considered in the same category as "normal" CB. They're 100% culls if you aren't just straight-up immune. 10 stacks of "100% more damage" uber CB will oneshot most characters, including a 445k armour 88/88/90/CI arakaali guardian with 77/77 block and a (3.13) CB immunity basalt flask. Flask is useless. You won't have time to use it reactively. Not even Instilling can help you here. Ralakesh is about as useful as frozen dog shit here. Your only recourse for this particular type of CB is total constant passive immunity. But they don't tell you this. The only other place I've encountered it is in Sirus-infested rares as if those needed any more 1-shot mechanics. It's not even so much that it's a DPS check (necessary but not sufficient) or a CB immunity check (necessary but not sufficient). It's knowing there's something "special" about CB in uber instances; it's knowing what various vaal versions of common skills do so you know they also stun, maim, ignore defences, and other nasty, really nasty shit. And that's my TED talk and also why about 2/3 of my characters are miners, chaos ppl, or use gimmicks like DD and balistas. Because they let me essentially ignore reflect and have much more freedom of movement in area denial fights. ANd yes I slam dunk cb immune jewels because it only takes one 10+ stack of insta rips to learn that lesson. 'Member when it was 20 insta stacks of ripple dipple and you had to go full crab to do Jai Alai or whoever. [19:36]#Mirror_stacking_clown: try smoke ganja every day for 10 years and do memory game
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Honestly yeah, the power her Flameblasts had surprised me. To be clear, I have:
100% spell suppression chance. 81% res. 10% less taken from Flask. No extra crit damage taken. 4719 HP. I don't think any Blast instantly 1-shot me any of the times it hit me. But they'd put me to about 1% HP, and if I wasn't leeching, the Ignite had me instantly. So, I was actually surprised by this, sort of anyway. With Molten Shell up, though, I could tank 'em pretty easily. Regarding Atziri's Flameblasts... I thought that she did a triple Blast phase?? Where there's like one tiny safe spot in the entire place?? I didn't see triple Blasts at any point, only singles and doubles. Always easy to avoid. (If things went as they should, lol.) Did they change this about her fight? |
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Unpopular opinion: Most people want an easy game, but often lie about it to save some face. So when they talk/whine about challenging content, it's always about "the wrong kind of challenging". I've yet to see a thread whining about "challenging content", where they've provided an example of how to make content challenging and hard content "the right way".
Sometimes, just sometimes, you should really consider adapting to the world, instead of demanding that the world adapts to you.
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" I agree. I dunno if you're saying it at me, though, but I agree anyway. Regarding the mentioned bullet hell stuff, it's "true" that it doesn't really belong in an ARPG. However, that is one of the only ways to make something challenging while not necessarily being a gear checker. That doesn't mean I think GGG has done this successfully, though. Some of the bullet hells are also gear checks, in the sense that they now require you to have a degree of speed, for example. (Just another character requirement to add to your checklist.) Let's compare it to Diablo 2, since that is the obvious really good ARPG to draw from. There are no bullet hells in D2, and frankly, there aren't many gear checks either. (Probably just D Clone and Uber Brothers?) Not only that, but the core game hasn't changed... almost at all, with only one big update I can think of, which was the addition of skill synergies. And yet, D2 has kept people interested ALL this time, and all it took was a graphics update to respark interest once again. So... why? Why does PoE feel like it has to bullet hell us, and D2 is just like, "Whatever, spank Baal for 20 years if it's all good with you." Personally, PvP is what keeps me interested in D2, since that is the infinite endgame of... any game with PvP in it. (Unfortunately, PoE's is not fun at all.) But anyway... I guess all that is relevant to your comment because I think ARPG's are, typically, somewhat "intended" to be easy games anyway? You go in, upgrade your gear when you can, and stomp NPC enemies easier and easier. And it's the satisfaction of doing so, which comes from well-done graphics, audio, controls, etc........ that keeps you playing the game, despite it getting easier. In theory. But then comes PoE. Somehow, for some reason, it's become this "elite"... atmosphere? to it, and the community. Everyone forgot what an ARPG is, and they started wanting WHATEVER makes the game harder, no matter what it is. I still consider it an ARPG - of course - since it mostly is, for sure. However, I think that's the reason for the things like bullet hells and whatnot. And all of PoE's unnecessary "difficulty". (I am certainly on the side that PoE is not doing difficulty the way it should be, as you describe. Is it because I want an easier game? I mean, yes & no. The "yes" part comes in what I was saying about ARPG's in general. The "no" part comes in where I don't actually want something to be easy beginning to end. The whole point in char progression is to make things easier. Instead, it always feels like you're just checking off requirements, rather than getting stronger. A point I actually recently made in another thread.) |
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" I don't think we should get too stuck on the story of origins and dark past. After all, fighting games didn't really have combos and significant execution factor a long time ago, then someone screwed up, allowed attacks to link and there we are. Once we had just plain shooters, now we have team shooters, hero shooters, battle royale and whatnot. If you think about it, ARPGS didn't have pvp before either, it's fine to evolve a genre if it makes sense, especially if it doesn't invalidate the concepts that define it. In PoE, we have pretty good control over the character these days, better than in most similar games, it would be a waste not to take advantage of it and add a certain level of skill check. It was mentioned in a thread recently, but I think it's perfectly fine to let a good player tackle a challenge that's a certain amount above his character's weight class, as long as it's only up to an extent. After all, it promotes content interaction, and there's no point in designing interesting bosses if people are just going to stand there and tank it, or destroy it in seconds. 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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