Balbala is stupid, this is bad game design

I liked this boss alot.

First time she disappeared I wasn't fast enough an the poison got me.

Second time I walked around trying to find her and foudn her, but her aoe burst crashdown killed me

Third time I was ready, walked around to find her, dodged away... fought her to death, won.

After learning the mechanic through trial and error (which I really enjoyed), the most annoying part was her teleporting around so much, which made it take a long time on my ranger. When I switched to freeze monk, it was a 30 second fight.
Killing certain bosses in POE-1, like the Chimera, or the one on the unique map, the Totem, is fun. There is personality. In POE-2 you face yet another game, it's tedious, there is no personality, there is no fun. Pretty scenarios for a worse game. It's like Diablo 3, which I played for 2 months, but it wasn't Diablo. It was a good game to play for 2 months...
All you have to do, is check around in the room when boss vanish, not hard to understand lol

Dont blame dev for your low IQ
Seems everyone has different personal experience with her. Personally I found her the HARDEST campaign boss, harder than any of the act bosses, and the only one that still caused issues on cruel, simply because she moves so much (and I always get stupidly confused if something goes invisible, 10+ years of fighting GW2 thieves couldn't teach me any better).

But I disagree with "badly designed" part, she's just different and I had trouble adapting. Not everything that makes me struggle is bad by design.
First time on a warrior it was a super frustrating fight. Because for whatever reason devs made her super evasive and mobile. And for warrior that is both slow and with low accuracy at that level was just not fun.

Meanwhile, on monk it was a super chill fight.
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afar_poe#0236 wrote:
This boss fight is bullshit. Stuck in a room with poison gas and the solution is to find an INVISIBLE enemy. There is no "figuring this out", its just a stupid thing you have to look up on YouTube, the answer isn't satisfying, the gameplay isn't fun. This is just bad. Don't make fucking invisible enemies. Period. Its bad design.


I don't know if you play with sound, but when she goes invisible she speaks and you can use directional audio to hear where she is. You come to learn that bosses have voice lines that correspond to telegraphed attacks/events. If the problem is that you had no idea what to do, well now you do, and that's how it goes against new content.
Last edited by TheFARMBOT2000#7917 on Jan 14, 2025, 5:29:15 AM
huh? what? all that boss fight is dodge dagger that are clearly seen.

and the poison you dont need to look up anything , use eyes ffs ,
room is filling with poison , so your instinct should be pushing you to move around and find something to interact with , and by doing that you would simply
find the boss.

what do you think a boss fight is? just stand there until you deal enough dmg.

that might as well be a clicker game then .

no bad boss design is the monkey and the horse , even the titan .

where they took the STUPID,STUPID. dont remove support , it is stupid.
idea from elden ring where bosses start the swing then delay it before slamming.
while tracking you.
Lmao, you are just bad.
I am tired of these redditors calling everything "Bad Game Design". Such a buzzword now.

Get good. I got her 1st try every time. Or play Mario
Actualy there is an audio que which can help you find where she is standing invisible (use headphones for a better identification).
Dislike something ≠ bad design. Wether something is good or bad design has everything to do with what the intention from the developers are. If the intention with said mechanic/fight (or whatever it might be) is X, and X is accomplished, it's by definition "good game design" because it accomplished the intended goal in mind. Now you don't necessarily have to like the design, but it doesn't make it bad because of that.

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