One shot at the boss per instance

There will be assumptions in this post since I dont actually know a few things.
Maybe I missed them or they haven't been explicitly said.

Since maps lock when you die in them, I'm going to assume the same happens for maps with bosses.
I'm also assuming I'm going to die to every boss at least once since they're supposed to be a challenge, especially if you're undergeared if not at the right strength level.
Imagine walking in a boss fight you've never encountered before and it greets you with a hit so big it sends you straight to the loading screen.
Or you're actually doing pretty good but you ran out of sustain, the pressure gets to you a little and you die.
And who knows when you'll encounter it again later. Could be a while for casual players like myself.
I do agree not having unlimited chances to bash your head against a boss, as you could in say Elden Ring, is a good thing and we wouldn't get that with the 6 portal set up POE has anyway.
But just one shot at bosses, especially when they can be very challenging, and then later on going to pinnacle bosses who are definatly challenging and require you to set up the fights as well, can feel a little sour.

I was wondering if I'm alone in hoping for bosses they do give us more then one chance per instance to have a bit of a go at these bosses?

I mean, it's their decision obviously, and I'll have fun no matter what but I'll surely need the practice from what I've seen so far. ^^'

And again. There's assumptions here. So, I may be too quick thinking this.
Last bumped on Dec 1, 2024, 4:15:38 AM
I too have concerns regarding this.

If they expect bosses to be more meaningful and challenging, with relevant mechanics to avoid/complete etc....

For some people it could be like 5+ attempts before they get to learn all the boss mechanics etc.

Is the expectation that players will fail and cant complete all bosses multiple times as they learn the fights? To brick all of your boss nodes multiple times over and over early on simply because you haven't learned the mechanics yet?

This would seem a bit bad and "odd" compared to my expectations.

Last edited by BuDiu#0138 on Nov 29, 2024, 12:01:41 PM
I'm so torn on this topic.

On one hand; (for bad players) having to reset their atlas every other map is going to be pain in the long run. It seems that PoE 2 will penalize players pretty heavily, even in a softcore environment. ONE try on bosses AND locking the map seem like a very severe penalty and WILL remove a lot of "flow" from progressing - at least until you get going with your build.

On the other hand: The only way to make boss fights an actual encounter, is to make sure players will do their best to not die. And the only way to do that, is to penalize dying. This way, they can make those fights more rewarding, but only time will show if they actually do.

I wish they went another route; keep your six tries/portals, but severely reduce the boss' drops/loot the more tries you use. This would both penalize "cheesing" and reward good play.

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What I fear the most with the introduction of the dodge roll, is that boss fights are being designed, developed and balanced with the roll in mind, and that tanky characters have to dodge as much as squishy characters, because fights are being designed around "unblockable, telegraphed oneshots" that your defense, no matter how tanky, can't cope with.
Sometimes, just sometimes, you should really consider adapting to the world, instead of demanding that the world adapts to you.
Last edited by Phrazz#3529 on Nov 29, 2024, 12:10:07 PM
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Phrazz#3529 wrote:
I'm so torn on this topic.

On one hand; (for bad players) having to reset their atlas every other map is going to be pain in the long run. It seems that PoE 2 will penalize players pretty heavily, even in a softcore environment. ONE try on bosses AND locking the map seem like a very severe penalty and WILL remove a lot of "flow" from progressing - at least until you get going with your build.

On the other hand: The only way to make boss fights an actual encounter, is to make sure players will do their best to not die. And the only way to do that, is to penalize dying. This way, they can make those fights more rewarding, but only time will show if they actually do.

----

What I fear the most with the introduction of the dodge roll, is that boss fights are being designed, developed and balanced with the roll in mind, and that tanky characters have to dodge as much as squishy characters, because fights are being designed around "unblockable, telegraphed oneshots" that your defense, no matter how tanky, can't cope with.


Personally, I look at a game like Elden Ring.... You don't lose access to a boss just because you "died". The punishment for dying is simply having to start the boss again from 100% hp phase1. You still need to complete the entire fight without dying in this scenario. its just that you can at least attempt a fight multiple times.

This still makes it so you "have to learn to not die" the difference is you get to try again, just not with the boss at 50% hp for example like PoE1 multiple portals or when doing the campaign going in the boss room over and over and he has lower hp from previous attempts.

It just seems "off" currently, assuming i understand how it works with having to path to the boss, then you lose the boss completely and then have to go path again to another boss instead.
Last edited by BuDiu#0138 on Nov 29, 2024, 9:20:13 PM
try to think like this.. people play HC. If HC is possible.. this is possible as well. This is less strict than hardcore.

MIhgt be the case they need to tone the restrictions down? Yes.. but that is what an EA is for. You cannot lnow if it will work of not without trying ...
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try to think like this.. people play HC. If HC is possible.. this is possible as well. This is less strict than hardcore.

MIhgt be the case they need to tone the restrictions down? Yes.. but that is what an EA is for. You cannot lnow if it will work of not without trying ...



HC just abuses log out macros to avoid deaths or extra portals to avoid mechanics/refill potions.
This does not work in the same logical way you're thinking with PoE1 HC.

This will still be the same issue for HC. Players will have to just logout to avoid dying, and then bricking 300 map nodes as they learn the fights for the 300 different bosses.

Last edited by BuDiu#0138 on Nov 29, 2024, 12:30:40 PM
I do not expect anyone to go HC on start. We all will need to accept that our first few characters are for learning.
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Phrazz#3529 wrote:

On the other hand: The only way to make boss fights an actual encounter, is to make sure players will do their best to not die. And the only way to do that, is to penalize dying. This way, they can make those fights more rewarding, but only time will show if they actually do.

Having a few more chances will penalize you too, just not instantly.
I was thinking 3 total for example and then on higher tier bosses as Jonathan explained, you get 1 per tier up to the 6 total of our portals.

"
Phrazz#3529 wrote:

I wish they went another route; keep your six tries/portals, but severely reduce the boss' drops/loot the more tries you use. This would both penalize "cheesing" and reward good play.


I had this idea as well. But I'd have to play this one to get a feel for liking it or not.
On the hand you get gratification for killing the boss but the loot might still be very lackluster.
At least you won't lock your route to the next map if you beat the fight and can get more practice if you don't.

On another note, it's possible boss fights could be a little of to the side and won't easily lock you out of a part of your atlas if you fail a few different maps in a row. So we might not have to worry about having to reset if we want to do a lot of bosses rather then maps.
Last edited by M4ximilli4n#2347 on Nov 29, 2024, 1:16:31 PM
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I do not expect anyone to go HC on start. We all will need to accept that our first few characters are for learning.



You can be sure that there's plenty of who will - including me

Best learning is in the hardest battles

I assume logout macros won't be a thing in PoE2, needs confirmation tho

You have to understand, there are people who do not see a point if there's zero risk involved
maybe i am wrong here but poe2 atlas progression looks alot like last epoch monolith system, well not alot, but there are similarities, so i assume you just wont get any "extra" whatever that would be in poe2, prolly the extra content you get from the lighthouse/watchtower stuff wont reapear, but i am very certain you can go again in that map, otherwise someone extremly bad would brick themself very early forever on any atlas progression

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