Jamanra the Abomination made me quit the game

Check your build, get better items (weapon), get lightning resist.
+1

This fight made me consider just playing something else for a couple of months. The fight killed me dozens of times and I joined half a dozen public parties after that, full squads and we still failed a dozen more times with a number of players just logging off after a few tries and forcing use to find other groups.

It's suuuch along fight in it's two parts too so failing feels punishing as hell. The wind mechanics in both halves can be instant wipeout and the revive mechanic is so so bad
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Varden#8409 wrote:
+1

This fight made me consider just playing something else for a couple of months. The fight killed me dozens of times and I joined half a dozen public parties after that, full squads and we still failed a dozen more times with a number of players just logging off after a few tries and forcing use to find other groups.

It's suuuch along fight in it's two parts too so failing feels punishing as hell. The wind mechanics in both halves can be instant wipeout and the revive mechanic is so so bad


There is no wind mechanic in phase 2. At least I never encountered it and my first fight took long enough to have seen all mechanics multiple times. In phase 2 you have up to three tornadoes - but these aren't insta-kills, unless you decide to camp in them.
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hboi#6131 wrote:
I killed him in less then 2 minutes. How is he overpowered when I killed him in 2 minutes. Sounds like a skill issue.

Bootstrap Bill, your a liar and you will spend an eternity on this ship.
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Zeddrik#7843 wrote:
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hboi#6131 wrote:
You might need more DPS. In cruel difficulty I defeated all bosses and end of act bosses in 2 minutes or less. I didn't even have to dodge their attacks I just stood there and whalloped on them sometimes retreated when they did their big attacks.


Everyone can 2 min him in cruel, the problem is not cruel the problem is normal, its no wai you killed him in 2 mins on normal with just starting gear from act 1 and some from act2.

Normal and Cruel are reversed in progress, normal is harder then cruel.


I will say I am cruising through Cruel so you have a point there. First time around was rough but doable - but Cruel things just die so fast or I just played through all of this a few days before and remember everything. Most bosses on Cruel are 1 and done.
He can certainly take a few tries to figure out the mechanics, and in act 2 there is a possibility of just not having that good gear to really blast him down.

But overall, imo, he only needs a few minor adjustments in phase 2. In act 1 almost all of his moves are well telegraphed and easily avoidable, the only exception being the "storm minion rush" one.
Phase 2 could honestly limit both the sandstorms and portals to hell to 1. Having 3 separate mechanics to dodge around, with each one having 2+ instances can be a bit too hectic, and takes away from actually engaging with the boss.
This boss and this zone is a joke. I don't mind things beiong a challenge but this just feels unfair. It isn't fun. I was having a blast with the game and then hit a massive brick wall with this fight. My third day trying it today and that's enough for me. I'm goign to play something else for a bit until this is tweaked.
My brother and I beat him but it was a challenge until we learned his patterns. After we beat him we were both shouting with excitement.

Please GGG, give us more bosses like this.
You know the funny thing? Fighting Jamanra again in Cruel was a bad joke as it was so much easier my skeletal arsonists/archers/raging spirits melted his health bar down very quickly. This 2nd encounter took me less than 1/3 the time of normal act 2 fight. I didn't have broken OP gear either. Just shows how badly tuned normal Jamanra was, players in general are very undergeared when they first meet him and the fight is so needlessly long and since you need to face all the boss mechanics many times, naturally it's harder.

An even bigger joke was after I effortlessly 1 shot cruel Jamanra, he dropped a rare sceptre with +55 spirit, +39%minion life most of all +3 all minion skills level. Then I changed my passives a bit, and the ENTIRE cruel ACT 3 became a total joke, like the gorilla boss died in 15 seconds, I was basically playing poe1, mentally afk when clearing maps, even turned off sound to play music, and I got so bored I was dodge rolling and using skills to the beat of my music. Shows that you can never emulate a true Souls experience in an ARPG as your character power is too gear/build dependent.

TL DR: Normal Jamanra is not tuned properly, they did not consider players' bad gear affecting difficulty significantly.
Last edited by z3mcneil#3966 on Dec 18, 2024, 12:04:26 PM
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Some builds need buffing, many builds need nerfing (to achieve a vision of actually engaging with mob mechanics) & item/node affixes need to be revisited to reduce extreme differences in power if the goal is to avoid one person sleep walking through the same fight that is a 15 minute slog for another.


I guess you trade? Because if you play SSF, you are either one exceptionally lucky guy or extremely masochistic. Since - unlike PoE1 - you cannot over-level as much, the gear becomes much more important. And if you only get bad gear ...

I did a comparison with my rangers. Once had decent gear, the other didn't. The guy with decent gear rolled through the end boss in act 1 in under 2 minutes. The one with bad gear died 6 times and finally managed it with 7:30 minutes.

If you start to nerf stuff, the guy with the bad gear won't stand a chance. And his chance for gear drops the higher his level gets and the penalty of the high level kicks in. This would force bad gear guy to trade - which is not possible in SSF.

Be very careful what you wish for. Just look at record delve depths between trade league and SSF league in PoE1 to get an idea of the power difference. And that's PoE1 - in PoE2 gear has a much higher influence.



I don't trade, but I think you missed my first words which were "some builds need buffing". Granted my following "many builds need nerfing" is probably an overexageration & not as applicable when you are first facing this boss.

Really, I think we agree with each other on gear hence the "item/node affixes need to be revisited". My point was that I want the difference in power at equal gear tier/level to be less than what currently exists, so that it isn't an impossible balancing act for the developers to create engaging fights (like this one if you are not over or under geared). If it were just a matter of say 3x the power difference between great & mediocre gear/weapon skills then that seems fine/still leaves room for power fantasy, but it is far more than that. To illustrate, it took over 15 minutes of constant damage for my Ok-geared mercenary to kill the Count (granted while playing with one other who didn't do much but die 2 times), while my friend using the the unique staff at a similar level killed the boss (also in a party setting) so fast that the final mechanics didn't even occur.

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