Trial of Sekhemas feedback - Zarokh fight, please consider halving the movement penalty

In POE 1, I actually enjoy sanctum and have run hundreds of floors.

In POE 2, its horrible.

Key differences are:
- In POE 1, the guards have a light aura so you can see them coming. In POE 2, there are none.
- In POE 1, the mobs are generally slower moving and the ones that are faster have audio or visual cues so you can dodge. In POE 2, almost all the mobs are burrowing, hidden or multiple projectiles, its just pure pain.
- In POE1, the landmines were fewer with a longer detonation time, allowing you to avoid in the explosion if you dodged in time. In POE 2, the landmines detonation/AOE seems unbalanced as they detonate so quickly, even with the movement speed boon, the explosion is undodgeable.
- In POE 1, the boss fights are difficult but doable. I just got to the 4th floor boss, with 18,000 honour left, 9000 energy shield and 25% movement speed. The movement speed is important to say because that's what killed me. Not damage, not any boss ability... simply not having enough movement speed to pick up the hour glasses that spawn in random locations. The penalty for a lack of movement speed was instant death. That's right, INSTANT DEATH.

I appreciate that you are looking at issues but can you please consider halving the movement speed penalty in the fight or changing the penalty from an instant death to resetting the phase (boss restores health and phase resets). It is just ridiculous at the moment, not difficult, no... I've beaten all the ubers in POE 1. This is just plain bad... not having enough movement speed shouldn't result in a penalty of instant death.

Other feedback:
- For balance, some of the minor afflictions are like major afflictions. The removal of energy shield for CI builds gives 1 health. This is rather unbalanced.
- For balance, there is a huge variance in difficulty of the same room type, in the same floor. I'm unsure if this is intended, but it doesn't make for an enjoyable experience, especially the hardest variants of the gauntlet rooms have a complete grid of flamethrowers with undodgeable landmines.
- The pot rares seem bugged at times when the abilities they have cast while they are still an invulnerable "normal" pot.

Last edited by L0ngstride#3452 on Dec 17, 2024, 8:43:41 AM
Last bumped on Dec 19, 2024, 4:35:13 AM

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