PoE2 - one try per rare boss mechanic?

Apparently, it is one death and you are out of rare boss fights in PoE2. While I understand some of the reasoning, how can players even learn the boss mechanics and how are they ever going to develop "muscle memory" as it comes to the fight?

I am talking about players, not having the game as a day job. I wish that there was a way to do "practice runs."
Last bumped on Nov 25, 2024, 7:37:56 PM
So a couple of thoughts on this.

Firstly many of the league content bosses have dynamic levels it seems, for example Xesht they were talking about in the reveal clearly has multiple levels and the intention is you learn on the low level one where you can make shitloads of mistakes and you scale up to the hardest one where you can make the least.

If you were around for the release of conquerors in PoE1 this is how that system worked then too, first watchstone bosses were level 71/2 i think and Sirus with 0 watchstones was considerably easier than Sirus with 8.

Secondly when content can't be autoblasted in principle the difficulty can actually be reduced to be less spikey - remember even on bosses with multiple "attempts" so to speak they return to full life if you die. A good example of this is the pirate boss in the current PoE league - this guys ostensibly level 84 but is fair, well telegraphed and frankly quite easy. Why? Because we only get 1 portal to do it with so its balanced appropriately.

Lastly for the really endgame content (lets say the Uber equivalent in PoE1 terms) it protects the sanctity of the achievement/loot as a final objective but they can also make entry significantly easier. What if it only required one guardian fragment to run shaper for example or only one T17 key to do the Uber version of a fight.

So don't automatically be negative on it, i'm not saying GGG think the same as I do on this particular topic but they clearly have ideas in that direction and there are avenues that should be explored when boss fights are limited in other ways than scarcity.
Sure, we can wait and see. But knowing how "rippy" many PoE1 mechanics have been, I am not very excited about this hardcore-adjacent approach. There are too many one-shot mechanics in PoE and I am not sure how the team will reliable address them here. Also, "protecting the sanctity of the achievement" runs the risk in protecting the game from being played.

When people start avoiding content, at some point is stops being "people have to make decisions" and it becomes "why bother putting it there for the three streamers who play it?"
I have some major concerns about it as well and its one of the very few things I have heard about the game that I feel negative about. Will give it a chance and see how things go.
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xxn1927#3319 wrote:
Sure, we can wait and see. But knowing how "rippy" many PoE1 mechanics have been, I am not very excited about this hardcore-adjacent approach. There are too many one-shot mechanics in PoE and I am not sure how the team will reliable address them here. Also, "protecting the sanctity of the achievement" runs the risk in protecting the game from being played.

When people start avoiding content, at some point is stops being "people have to make decisions" and it becomes "why bother putting it there for the three streamers who play it?"


It is EA. It is easier to start HARSH in EA and then soften up.. then to start soft an then face the crying if you need to harden things up.
Pretty sure they will revert that, and pretty fast too.

I know Mark treats his boss fight as his own children, but the best PoE2 news for me was that only 1/4th of endgame maps will have bosses. I never played ARPG's for bossfights, yet I have 10k+ hours in this game. My hype for PoE2 was really really low because of the Path of Dark Souls vibe, but at least non-DS lovers can also play the endgame !
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xxn1927#3319 wrote:
Sure, we can wait and see. But knowing how "rippy" many PoE1 mechanics have been, I am not very excited about this hardcore-adjacent approach. There are too many one-shot mechanics in PoE and I am not sure how the team will reliable address them here. Also, "protecting the sanctity of the achievement" runs the risk in protecting the game from being played.

When people start avoiding content, at some point is stops being "people have to make decisions" and it becomes "why bother putting it there for the three streamers who play it?"


The "rippiness" of PoE1 is because players can generate a hundred thousand life, mana, and ES regen per second all at once. Recovery for a high-end build is effectively completely instantaneous, such that damage comes in precisely two and only two brackets - one-hit KO, or completely meaningless.

This is dramatically less of a problem in PoE2. As well, as others have said, the intent seems to be that this works much like War for the Atlas in the game's history, where you can encounter stepped-down versions of the endgame bosses prior to taking them on at their full strength. The Elder, when first introduced, could be fought in white, yellow, and red maps all three, and the white and yellow versions were significantly less punishing than the red. Commensurately less rewarding, but they allowed people who weren't Streamer Memers to actually see the content, thus why War for the Atlas was easily the best 'Endgame' system released in PoE1.

In Path 2, you simply don't allocate the difficulty increase nodes for the various endgame systems until you're confident you can handle them. That and a few dropped runs against bosses you've rarely seen before are expected, and I imagine acquisition of those tokens is balanced accordingly. It is also the case that these are not meant to be sustainable encounters you can run a thousand times a day. These bosses are generally supposed to be crescendoes to your play, a high point you reach only occasionally. Corpse rushing them very much defeats much of the point, the same way corpse rushing defeats the point of most everything else in an ARPG.
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It's flat out a net positive. Extreme content will require that you're good, and like the other poster said there's an opportunity to make damage less spikey. If you die to a boss in any other game they return with full health, so why balance bosses around the idea that I can slam my head into the wall 6 times in poe?

It also bridges the gap between HC and SC. Hardcore styled mechanics where failure is a major setback, but not a permanent one are better for he health of a game like this.
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1453R#7804 wrote:
The "rippiness" of PoE1 is because players can generate a hundred thousand life, mana, and ES regen per second all at once. Recovery for a high-end build is effectively completely instantaneous, such that damage comes in precisely two and only two brackets - one-hit KO, or completely meaningless.

This is dramatically less of a problem in PoE2. As well, as others have said, the intent seems to be that this works much like War for the Atlas in the game's history, where you can encounter stepped-down versions of the endgame bosses prior to taking them on at their full strength. The Elder, when first introduced, could be fought in white, yellow, and red maps all three, and the white and yellow versions were significantly less punishing than the red. Commensurately less rewarding, but they allowed people who weren't Streamer Memers to actually see the content, thus why War for the Atlas was easily the best 'Endgame' system released in PoE1.

In Path 2, you simply don't allocate the difficulty increase nodes for the various endgame systems until you're confident you can handle them. That and a few dropped runs against bosses you've rarely seen before are expected, and I imagine acquisition of those tokens is balanced accordingly. It is also the case that these are not meant to be sustainable encounters you can run a thousand times a day. These bosses are generally supposed to be crescendoes to your play, a high point you reach only occasionally. Corpse rushing them very much defeats much of the point, the same way corpse rushing defeats the point of most everything else in an ARPG.


Are you a developer of PoE 2 or played through the entire game? A lot of the posts you make are paragraphs long seemingly having insider information. Having playing PoE 1 for many years to actual endgame GGG is known for enjoying rippy mechanics or even flat out broken. It also makes trying out off-meta builds a lot more difficult.
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I'm not a huge fan of overly difficult bosses, either. But, if I can kill Uber Lilith in D4 (took a while!), I'm sure I'll eventually get the hang of it. I never played PoE1 but I am very much looking forward to PoE2. My first post here, yay!

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