Horrendous design choices for pinnacle fight
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Buggy terrain/objects aside (those should ofc be patched/optimized), a compromise could be to modify the mechanics of the pinnacle encounter as the difficulty moves up.
As an example, at level 1, some of the bosses attacks could have an amount of parry/block/evadability. Players' avoidance could then be tapered as the difficulty increases. |
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" How in what world is that a skill issue? are you that uncapable to be able to respond properly? Poor design that goes against their "vision" and a buggy hit box has nothing to do with skill at all. Why does everyone like you default to "skill issue" or "they just want everything in 2 seconds with no effort" or "players just want to speed run bosses" etc... All i have asked here is for them to stay by their design of slow methodical and not have fast unethical with a bit of bug fixing here and there. There is a good to fair chance that the hit box is going down faster than the animation. Last edited by GIBAS1996#4295 on Apr 14, 2025, 8:51:31 PM
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Why does everyone default to - "It must be the games fault and not mine?" Is a better question.
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" Damn that's wild how i didn't say it was the games fault but purely the dev's doing one thing over the other they claim they wanted. A shame really. Bugs are bugs but forcing designs that go against the games systems set in place is not "difficulty" but lack there of understanding challenge. If action speed was an issue last league on enemies why would slowing the player down this league and not touching monsters action speed make it better? Sure there are some people that blame the game over simple mistakes but i am at about 900+ hours (914) so i feel like i have a pretty good understanding of the same things have been fighting for the last couple months (since day one) |
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But you did say it was the games fault? Hitboxes or something or another. Skills too fast - game too hard. You're going in circles now. Trying to blame everything but the actual issue. Must have been a long 900 hours :) 1100 hours here and I've actually said it several times - bosses are balanced great right now compared to 0.1.0.
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" except the hand slam telegraph bug made me fail each atempt |
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" It's like talking to a wall. They changed animations on attacks and sped up some others, if you actually paid any attention you can easily see that. Collectively the bosses do feel great, i always hated the one shot builds of last league. I hated POE 1 due to the insta clearing nonsense and the 10 act campaign slog. I love POE 2 that is why i have my reservations and i will bring these things up so they can look into it. If an animation slams down and the damage comes out before the animation finish's there is an underlying issue missed by the devs. The game did not make that happen on its own. I am not running circles but i feel like i have to explain things to you like a toddler. So again i am going to simplify this for you. If the game is meant to be played slow and methodical, Things need to be adjusted accordingly so that animations can actually work with the rig of the entity. If you want players to be slow, you cannot have attacks that are instant kills be faster than the player can fundamentally deal with on a reactionary level. If i have to spam space bar to dodge an attack chain, that is not a good thing. People thought the infinite hands xesht last league was not a thing intended but people like you said oh my god they are complaining the boss works fine. Then the devs said it was a bug and all yall fell silent |
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Everyone knew that the infinite hands of Xesht was a bug - LOL. Now you're just pulling stuff out of your arse. I'll put this simply for you - T0 Xesht is fine right now and needs no rebalancing. Shalom.
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" Just say you don't know what your talking about my guy. |
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" Never did i once say the boss needs rebalancing. You are pulling things out of thin air. Things needs to be looked over for any faults that are coming from the new animations. Last edited by GIBAS1996#4295 on Apr 14, 2025, 10:08:02 PM
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