Viper Napuatzi highlights something important (my first actual critique)

All the campaign boss fights became very shitty after 0.2.0. At the release the campaign was one of the best experiences I had in an ARPG, after 0.2.0 it's the worst. It's totally unbalanced and untested. And frankly, GGGs "idea" of a difficult fight is just to throw as much one-shots at you as possible and tune the fights to be very long, so the game has enough time to get a mistake out of the player. That's not creativity. In the current state I don't see myself doing another playthrough.
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KubaLy#4534 wrote:
All the campaign boss fights became very shitty after 0.2.0. At the release the campaign was one of the best experiences I had in an ARPG, after 0.2.0 it's the worst. It's totally unbalanced and untested. And frankly, GGGs "idea" of a difficult fight is just to throw as much one-shots at you as possible and tune the fights to be very long, so the game has enough time to get a mistake out of the player. That's not creativity. In the current state I don't see myself doing another playthrough.


Yeah same. I'll probably head back to standard for the new end game stuff since this league starter i made is in maps now. Idk if I want to start the atlas over given the current change rate of literally everything, and most of my characters from 0.1 survived the patch, aside from my Gemling. My AoC is a beast now, and kinda wanna go put some more work into him, maybe make a darkness build.

Stupid people never lose an argument.
Last edited by NotPivot#9831 on Apr 17, 2025, 10:08:16 AM
I had no issue with Napuatzi. All of her attacks can be dodged and have slow and visible animations. I didn't even bother swapping my charm to the anti-poison one against her. She managed to do one poison spear wall before the fight was over.
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Summoner#7705 wrote:
I had no issue with Napuatzi. All of her attacks can be dodged and have slow and visible animations. I didn't even bother swapping my charm to the anti-poison one against her. She managed to do one poison spear wall before the fight was over.


You > Me

Point taken.
Stupid people never lose an argument.
I'll add some possible and (perhaps) easy to implement solutions to make this fight less of a difficulty spike during campaign, just thinking out loud here:


-the circle phase with projectiles raining from the sky comes after the spear phase and not before it (=less visual overload).

-limit the spear stabby phase during campaign to a certain number (during endgame that's maybe not necessary?). It could happen only once before each time the arena gets smaller. Might become too easy then... not sure. On the other hand, you know that is over after round no. x and the fight suddenly becomes less about your ability to make the janky POE Purzelbaum (German for somersault).

-don't allow the poison projectile machine gun attack after the spear phase, code it so it just can't happen... she has many other attack patterns, why not let her chase you down and attack with her swings, or she could start winding up the big snake or lightning spear attack (wind up... WIND UP not throw after you end your gaddamn dodge roll!!). In Short: some breathing room after that phase.

-let me move and prepare a bit more before she starts the fight on her terms... common?!?

-lower her elemental resists a little.
"
I'll add some possible and (perhaps) easy to implement solutions to make this fight less of a difficulty spike during campaign, just thinking out loud here:


-the circle phase with projectiles raining from the sky comes after the spear phase and not before it (=less visual overload).

-limit the spear stabby phase during campaign to a certain number (during endgame that's maybe not necessary?). It could happen only once before each time the arena gets smaller. Might become too easy then... not sure. On the other hand, you know that is over after round no. x and the fight suddenly becomes less about your ability to make the janky POE Purzelbaum (German for somersault).

-don't allow the poison projectile machine gun attack after the spear phase, code it so it just can't happen... she has many other attack patterns, why not let her chase you down and attack with her swings, or she could start winding up the big snake or lightning spear attack (wind up... WIND UP not throw after you end your gaddamn dodge roll!!). In Short: some breathing room after that phase.

-let me move and prepare a bit more before she starts the fight on her terms... common?!?

-lower her elemental resists a little.


Excellent ideas, and none of this would even touch the difficulty level.

Believe it or I think the ethos of this boss is great, it's just executed poorly.

Great feedback.
Stupid people never lose an argument.
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NotPivot#9831 wrote:
I have been stuck on this reworked boss for 2 days straight, after 1000+ hours and never getting stuck anywhere on any character or build. I have cleared all content, on max difficulty levels. I have played ARPG games for a long time, as well as From Software games, and other games notorious for their difficulty (Hollow Knight, etc.). I enjoy "funstrating" games.

HOWEVER, there is a difference between difficulty, and simulated difficulty.

A good example of a difficult boss is Godfrey from Elden Ring. That is my all time favorite boss, because you can literally dance with him for hours and always learn something, come up with cool ways to fight him, and never feel stuck, always having a light at the end of the tunnel because he has a move set that is variable, but learnable nonetheless.

I haven't experienced what most people have talked about concerning GGGs boss design philosophy, but the last 2 days have me a bit concerned.

1. Grinding Gear, you are not From Software because you don't have Miyazaki. You will never be them, because frankly, none of you are even on the same level as From Software, and Viper Napuatzi proves it.


This boss must have been reworked, at least in cruel difficulty.

This entire fight is what is called "simulated difficulty" because I have hours of video proof that it is entirely RNG based.

You cannot bait attacks.

You cannot predict the next move set.

The boss will often spam the same move set over and over, like this most recent attempt - I practically had her beaten, she had already told her cronies to throw spears 3 times, and I immediately started DPSing her after what I thought would be the last spear volley.

Wouldn't you know it, within 2 seconds of the final spear volley, she floats off and the spears start being thrown again immediately.

So as I type this my character lies dead in the arena, again, because of simulated difficulty in the form of spammed 1 shot mechanics.

This brings me to my second point -


I wanted to believe you guys over in New Zealand had a clue, but I think I just blasted through the content so fast before that I never really experienced the dumpster fire that was alot of the bosses.

The executioner is good, however. The bloated miller is decent for a first boss. Geonor is typical, nothing special, but nothing horrible either. Doryani is pretty cool, I like his opening voice line.

But I've been around these boss centric and difficult games since the day they all released, and have played them all - and GGG, if your trying to carve out your own place amongst them, you need to remove RNG from the fights, make some attacks baitable, and if your using adaptable AI, you suck at it (this would explain the Vipers spamming the only attacks that hit me, over and over).

I have been wondering if their is some form of adaptive AI in some of the fights, because it seems like in this Viper fight, she will endlessly spam the attacks that connect most often, and that's not ok.

Anyway, I'll give it another day or so and if I am still hard stopped at this dumpster fire, Imma go play and stream Monster Hunter until you all get this sorted out - because not to sound arrogant, but if I'm walled off by a boss, there is definitely something wrong with the boss mechanics.



Oh yea, because Elden Ring with comet (before nerf) or bleed mimic wouldn't just erase all bosses known to mankind in a blink of an eye.

Now, Viper, is actually more of a physical damage fight (in case you didn't bother to check...) is just that the wave has a chance to poison on hit. But that doesn't matter because you can literally sit in a corner when she does the wave, move a bit "forward" and you literally see the legion glowing green when the last attack is released and all you have to do is, guess what, press spacebar (or what ever key is your dodge roll), and bam phase is over, such an incredibly difficult fight.

Now, that you get hit by the mechanics, is not about the boss design but rather, in truth, a current skill issue (souls players love that expression).
At the eve of the end
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NotPivot#9831 wrote:


I will say, this fight isn't a me problem, it's a game issue.


Its pretty hard to agree with that, cause you seem to be one of few players that struggle in this specific boss, over hundreds of thousands players of PoE2.

You cant go through this specific boss after 2 days playing against, when at the same moment, hundreds of thousands of players can.

So saying "its not me, its the boss the problem" is really hard to agree with.

I read on this forum, a lot more of players complaining about end boss act 2 than viper Napuatzi !!! And when I say a lot more, its about maybe one hundred of players, again on hundreds of thousands of players !!!



About the design of boss :
- a shrinking arena : the only one (?) in the game so a harder fight.
- boss that seem doing chaos damage. Even if its not just a poison, and so a DoT, damage seem okay with no big burst of damage. But still, you have to use potions to heal yourself cause of such DoT so less potions to heal when you take some hits.
- a timing phase : when boss is untouchable, soldiers are doing some attacks in timing, that you have to roll dodge. Similar mechanism as count geoff when he is coming from the fog to attack you for me. Demanding but manageable.
- a lot of areas on the ground that you have to escape. Even if this moment of the fight seems impossible to dodge, damage are negligible.

So yeah, even if this fight is not a really long fight, its a fight where you can easily spam all your potions, panick roll and then die, having hard time finding a spot to be safe while areas are all over the place.
So I can understand that its a tough fight, but for me because its a short fight, its manageable.
Good boss. Dont change her )
Just as many, even merely here on the forum, that have issues than don't... So even the "nobody else agrees" logic is proven wrong just in this thread alone.

Elden Ring comet azure tech took 2 entire playthroughs to actually be able to do, as far as I remember you couldn't get all the gear for it until at least NG+ - at that point, I say run it. But this is not that, as the discussion here is essentially the boss using comet azure against the player, so I'm not sure what your point is.

And again, everything that has been newly mentioned has already been discussed, but I forgot we live in a buzz word culture that essentially has google for brains, they see a key word and everything else disappears.

Ugh
Stupid people never lose an argument.
Last edited by NotPivot#9831 on Apr 17, 2025, 6:52:31 PM

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