Mektul is awful

Just fought him for first times, could not beat him. I assumed fight was bugged as its the lava that kills me when it reach's the trough end and pours into the open area. You see, the troughs end spills into this open area, but an invisible wall prevents you from going there... that you cannot access the open area for no good reason to continue the fight, i thought was a bug! Checked around to see what went wrong, if it was more his design was just awful or if i missed some trick. but apparently, thats just how the fight goes... So no, his design is just awful via forced dps check with no way around it. I expected when I got to the end of the trough to be able to go into that wide area it pours into to continue the fight, but no. Invisible wall for no reason, you just die stuck against air when there's a whole area you could go into and fight him in. Very dumb boss, only bad boss in campaign i have fought so far. Very sad. GGG please fix by either lowering boss life by a bunch or give us cool second phase in open area if we cannot dps him down in the trough.

My complaint has nothing to do whether or not the boss CAN be dps checked. I can come back to this area way overleveled and one shot the boss, like any boss fight. I don't even mind if a boss has pretty high HP (long as it doesn't regen or get ES shenanigans). The issue I posed instead is IF this 'doomclock' sort of mechanic is any good in THIS game (short answer, no, it's antithetical to its very design core). This is especially true when there's no player agency to control the defeat condition. In the Uber Elder fight, which has a defeat condition of orbs that make permanent ground degen, you can control the placement of the orbs to overlap in one spot, so if the arena is covered in death-ground, its your fault. But this boss fight? This is just 'beat boss is 2 mins or die', which isn't even something the player is warned of before entering the arena (literally hardcore players nightmare). If there was some way to control the flow of the lava, push it back, mitigate it or literally anything, fight would be fun. Switch's to divert the lava, water buckets to break to cool it, or even alt paths instead of just one long trench... Or if that dumb invisible wall that comically blocks you from entering the massive open area the lava slowly fills didn't exist and you could just fight the boss in a phase 2 down there, idk something. The worst part is that this boss spends half its time in the lava, unable to be melee'd AND has damage resistance while in there. Absolute nonsense to fight with a melee character, dps be damned. Love most bosses in POE2, but this one needs a major rework.
Last edited by godpuncher#4386 on Apr 22, 2025, 5:37:15 PM
Last bumped on Apr 22, 2025, 5:29:47 PM
Just return after you get your dps up. The area is optional.
+1

Too many hp's that early in the game
Last edited by GuiltyParty32#9913 on Apr 22, 2025, 3:44:06 PM
My complaint has nothing to do whether or not the boss CAN be dps checked. I can come back to this area way overleveled and one shot the boss, like any boss fight. I don't even mind if a boss has pretty high HP (long as it doesn't regen or get ES shenanigans). The issue I posed instead is IF this 'doomclock' sort of mechanic is any good in THIS game (short answer, no, it's antithetical to its very design core). This is especially true when there's no player agency to control the defeat condition. In the Uber Elder fight, which has a defeat condition of orbs that make permanent ground degen, you can control the placement of the orbs to overlap in one spot, so if the arena is covered in death-ground, its your fault. But this boss fight? This is just 'beat boss is 2 mins or die', which isn't even something the player is warned of before entering the arena (literally hardcore players nightmare). If there was some way to control the flow of the lava, push it back, mitigate it or literally anything, fight would be fun. Switch's to divert the lava, water buckets to break to cool it, or even alt paths instead of just one long trench... Or if that dumb invisible wall that comically blocks you from entering the massive open area the lava slowly fills didn't exist and you could just fight the boss in a phase 2 down there, idk something. The worst part is that this boss spends half its time in the lava, unable to be melee'd AND has damage resistance while in there. Absolute nonsense to fight with a melee character, dps be damned. Love most bosses in POE2, but this one needs a major rework.
Last edited by godpuncher#4386 on Apr 22, 2025, 5:37:03 PM

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