Any reason why the final boss of Act 2, in his phase 2, has no adds to recharge flask?

In phase 2 the boss has like 5-6 different AoEs, some of which stay active the entire fight, and yet not a single add phase to be able to recharge flasks, which makes it just utterly annoying to play.
Last bumped on Dec 8, 2024, 9:35:35 AM
because you have to use the brand new shiny "dodge" mechanic
have you ever played dark souls?
now it's time for you to play
"
because you have to use the brand new shiny "dodge" mechanic
have you ever played dark souls?
now it's time for you to play


Yeah, but that's not my point: almost all, if not all previous bosses, all had an add phase so you can recharge your flasks, but this boss only has an add phase in his phase 1, but nothing in phase 2, and phase 2 has even more + far worse AoEs to dodge compared to phase 1.

All in all it makes no sense why there isn't an add phase or another mechanic to recharge your flasks.
Last edited by Merwise#2613 on Dec 8, 2024, 9:24:01 AM
"
Merwise#2613 wrote:
"
because you have to use the brand new shiny "dodge" mechanic
have you ever played dark souls?
now it's time for you to play


Yeah, but that's not my point: almost all, if not all previous bosses, all had an add phase so you can recharge your flasks, but this boss only has an add phase in his phase 1, but nothing in phase 2, and phase 2 has even more + far worse AoEs to dodge compared to phase 1.

All in all it makes no sense why there isn't an add phase or another mechanic to recharge your flasks.

The real issue in my opinion is that there isn't enough sustain in the passive tree, thus making the only three ways to regen during a boss fight to be 1:have regen on gear(very hard as almost nothing drops as rare) 2:use a flask(limited uses and often does not regen fast enough) or 3:Use ES(which is by far the best defensive layer in this game due to it having actually decent regen speed)

The fact that ES heavily outpaces life for defenses is a significant issue and means that regen in general should be buffed.
Last edited by doombybbr#6074 on Dec 8, 2024, 9:29:46 AM
They just need to tweak the boss a bit, technically everything else Jamanra does is dodgeable, except his basic melee attacks which are too fast to dodge so you're forced to eat them as a melee player. If they become perfectly avoidable as well, then you don't really need flask adds past the initial fill.

Theres two "Souls-game" options to nerf them, either diminish the tracking so people can run behind the boss to dodge them, or give a longer recovery animation time for the end of the attack, so players can bait out the attack then rush back in to punish. Right now you're getting hit when trying to do both, which turns the boss into a gear check race against time.

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