Stagnant canal corrupted zone spawning endless waves of boss

I agree with all the negative comments.

This fight is absolutely ridiculous and completely takes away from the playability of POE.

The spawn rate needs to be nerfed. If the spawn rate is so high that you're crashing clients that's a software not a hardware issue.

A hard limit of 12 or something close to that is fine. It would provide a significant challenge without reducing playability.

We spawned so many adds in merc canal that the game crashed upon zone in for two people. First time no errors just disconnect. The second time tons of errors after 10 seconds of lag out.
i did this zone earlier, took me and a buddy like 20 minutes to finally beat the boss. next time i find it, i'm bringing vaal detonate dead. kill enough snakes to charge it up and it will probably kill everything else in the instance.
If you look closely you will that the real snake has different text for its mods. It lists each resistance it has individualy, the fake snakes just say resistant to generic elemental damage. That is how to spot the snake. Just mouse over them all till you see the mob bar at the top with more text then the rest.
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Mayerling wrote:
If you look closely you will that the real snake has different text for its mods. It lists each resistance it has individualy, the fake snakes just say resistant to generic elemental damage. That is how to spot the snake. Just mouse over them all till you see the mob bar at the top with more text then the rest.


ok I should spend time mousing over them but I die in like 3 seconds...managed somehow to clear an area with a friend (thank you searing bond) after 5 town trips and countless deaths only to have them drop a large amount of glorious white items...that is ok tho I will use the currency (10 alts and 1 alch)I found in the game to make them even more useless

no game should be this annoying to play

/uninstall
Yeah this is just poor design. I can beat this area no problem but its stupidly boring if I don't stick to the main one from the start. He runs away and casts smoke and by then there are too many snakes to differentiate.

Then I just sit in the smoke cloud reaving until he eventually dies from aoe. Takes about 20 minutes. I read something on my tablet while holding shift and click.
I, um...I don't usually post in forums unless I'm looking to trade, but I really do feel like some things need to be pointed out here:

1) The first time I fought this guy (on Cruel), I thought something had bugged. I left the zone and had to check online to find out there was one snake I had to kill. Judging by the replies here, I'm not the only one, which speaks to poor design.

2) This one kind of ties into number 1 above. The reasons I didn't notice a bigger snake, which would've made it instantly clear in my mind that "Okay, I have to kill that one":
-He spawns adds before I even see him. I was flooded--flooded--by copies before I ever would've seen the main one.
-Flooded. There's no way for me to mouse over all these things to check for size or the text under his name, not while they're eating my face--which they will be, because the big one runs to the back and requires me to wade through the horde if I ever want to see him at all.
-They're all the same. Any size difference the main one has is negated by the sheer number of minions he summons, which overlap with him and make him almost impossible to spot unless the cursor is over him. You know, in that half a second before he slithers away again.

3) Instance mods. After I found out his mechanic, I killed him without much trouble on Cruel and on Merciless: Let the skeles hold the line up front while I freezing pulse from the back, slowly pushing forward until I box in the big one. I imagine that's supposed to be how this fight goes down. The problem happens when I get the instance with an "Enemies reflect X% elemental damage" modifier. That makes it impossible for me. Like, full-on, dead-stop, do-not-pass-go, pack-up-and-go-home. I feel like certain bosses in these corrupted zones ought to preclude the possibility of certain modifiers to the instance itself. Even as a physical character, that probably would've been doable with an "Enemies reflect X% physical damage" mod, since I'm not hitting that many at a time. But when I can't help but hit five, ten, fifteen, twenty-five of these snakes, there's nothing I can do. Maybe Vaal Detonate Dead, but even that deals fire damage, so I'll still probably end up killing myself.

I guess, in short, I really, really like the mechanics of this boss; they just need some balancing, especially if they're crashing people. I've personally gotten the DC from this guy, although my framerate doesn't drop like other peoples' seem to be doing. He needs to spawn less, or spawn slower, or at least wait until he's on my screen before he starts farting minions. Seriously--I've yet to see this guy before he's managed to spawn adds. Also, you know...the risk/reward thing that's been mentioned, and the relative uselessness of most of the vaal gems compared to their normal counterparts. You know, I don't think I've ever gotten anything good out of a corrupted area. Rares, sure, but nothing I couldn't have gotten in half the time with a quarter of the effort in the zone outside.

My thoughts, for what they're worth.
Just ran into this area as well. In theory, sure all you have to do is pick out the right boss and kill it. In actual practice though, this can be almost impossible to do when there are 3452345 other snakes on the screen with more constantly spawning and the whole screen is covered in smoke as well.

After fighting for a long time, I finally got a bit lagged and died, tried to reenter the zone, and immediately disconnected. The other person in my party also disconnected at that point. After that, we couldn't reenter either and just kept getting "Failed to join instance: disconnected from server". It definitely looks like the sheer number of corpses is eventually causing the instance to crash on the server. Bug report reference number 1695332971.

2 things need to be done here:

1. make the main boss easier to identify compared to the other copies. When there's a few dozen or hundred of them on the screen at once, all moving around rapidly, it's like looking for a needle in a haystack right now. Except the haystack is attacking you as well and keeps regenerating.

2. Cap that maximum number of spawns that can be active at once and/or maximum TOTAL number that he can spawn. There is no way it should be able to spawn so many that the instance crashes like this.
Indeed, just got done coming to the conclusion that this must be some kind of mistake. At first it seemed like Wiraqucha does some kind of smoke screen thing which makes him replicate weaker copies of himself (on some Naruto s--t), but then I destroyed all of them and they just kept coming wave after wave.

So I come here, and yep...I'm not the only one who experienced that.
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crawlerxp wrote:
3) Instance mods. After I found out his mechanic, I killed him without much trouble on Cruel and on Merciless: Let the skeles hold the line up front while I freezing pulse from the back, slowly pushing forward until I box in the big one. I imagine that's supposed to be how this fight goes down. The problem happens when I get the instance with an "Enemies reflect X% elemental damage" modifier. That makes it impossible for me. Like, full-on, dead-stop, do-not-pass-go, pack-up-and-go-home. I feel like certain bosses in these corrupted zones ought to preclude the possibility of certain modifiers to the instance itself. Even as a physical character, that probably would've been doable with an "Enemies reflect X% physical damage" mod, since I'm not hitting that many at a time. But when I can't help but hit five, ten, fifteen, twenty-five of these snakes, there's nothing I can do. Maybe Vaal Detonate Dead, but even that deals fire damage, so I'll still probably end up killing myself.


It's working as intended. You aren't meant to be able to handle everything the game throws at you, accomplishing such a feat is extremely difficult to achieve. It's a shame you can't re-roll the mods like you can with end-game maps (Which is the intended solution to your problem if your problem was to do with end-game maps).
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Last edited by Nicholas_Steel#0509 on Mar 11, 2014, 9:26:25 AM

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