Feedback: Jamanra is just a bad fight
" I hide my supporter packs because I don't want short posts to stretch halfway down the screen. Which, incidentally, many people do. Given how much you seem to fail to understand about this game, I'd hold off on leaping to conclusions if I were you. |
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" no no use summons, max out arsonists and he'll die in 45 secs. can just stand there. skill issue play meta or quit (jokes) | |
There are quite a few bosses that need redesign because they are just toxic and unfun. Lacklann for Melee is just stupid as an example.
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Yeah, Jamanra is not in a good state. I see what GGG were going for, and it is suitably epic. Problems are mostly balance, but it's very OTT in terms of special effects, mobile hazards, area denials and timed dodges, even if it was balanced. Also for the last 20% of his health bar he goes completely tonto and just deletes up to 85% of the arena. If you didn't roflstomp Dreadnought Vanguard, this is unfortunate. Properly statted I'm not sure it's difficult so much as tiring.
Suddenly having to cap lightning res isn't obvious, though it is effective. Mostly versus his 100% lightning auto attack which just wastes flask charges otherwise. Switching to controller helped, far easier to dodge. Second character I also went in with double HP and some actual defences which helped immensely. But it still wasn't enjoyable for me. Also why is he vulnerable to cold, and did I miss something or is the only way to learn that PoeDB? I could be horribly wrong, but I think a 30% HP nerf across Act 2 would do wonders. Act 1 seems pretty well balanced having tried several classes (unless you're a non-SRS minion build). |
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" That's how it feels sometimes, play the meta, risk getting your build bricked, or gg you can't advance because bosses are tuned too high. It's how early access goes, I supposed. Being a glorified tester has its issues At most I can summon 3 arsonists; I've tried equipping them with Envenom, but it doesn't seem to do much. Should I just push the fire damage on them with a support gem? Last edited by Vel#9433 on Dec 13, 2024, 4:42:38 PM
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" I facerolled every boss in the campaign with summons. No issue with any one. Some deaths yes. But 8 arsonists will wipe the screen for you. So ye, that's what we have. | |
Three levels higher than him. First fight i died, then i stacked lightning resist. Complete cake walk.
Pain is Good for it lets me know that I am still alive.
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" +1 to all of this But in particular, that's another thing I forgot to mention in the OP - getting through the Dreadnought isn't comparable to Jamanra; I felt the same thing with the Ogham manor. Getting to the boss, I felt good in both cases. Tough, but doable. The actual boss was several orders of magnitude harder, a completely unexpected jump in difficulty. Whereas most games will give you a sense of how strong you are via the mobs - if you're having a tough time with the trash mobs, the boss is beyond your reach - PoE 2 lacks that kind of progression, with an enormous difficulty spike seemingly out of nowhere. It's jsut very disorienting to a player to be humming along, feeling good about your build, and suddenly lose to a boss after barely doing 10% dmg. | |
i can say that my sorcerer is abandoned overleveled right before this boss. I can't kill him with skills fast enough. with merc - cakewalk, with witch - faceroll.
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I wouldn't say it's an issue with the boss but with the witch and hear me out about this.
Melee classes can scale damage via their weapons... any kind of bonus damage increase their dps output... any kind of armour improves their curvivability. Sorc has the same deal... even if not specced for it; any kind of bonus elemental damage on a staff will increase their dps output... Witches have ONE.... +chaos damage.... they also only have ONE type of weapon because scepters are the only weapon that innately give spirit... Unless we pick skills from other classes we have only ONE type of damage output... chaos damage... Most rarest damage type in the game? even in PoE1 ? yup; chaos damage So with people complaining about bad loot drops the witch is doubly impacted because not only do we suffer bad loot drops... we also have only 1 way to increase our damage output... And to top this off we get ascendancies of which 1 takes away our main source of spirit... and the other is only viable when mitigated by another talent in the tree... Meanwhile merc gets the monks culling strike on every attack on his first ascendancy... How did GGG think this would turn out... that witches would just magically scale ? Witches are the ONLY class who get next to NOTHING from getting a higher level weapon... This isn't an issue with Jemenra's design... the witch class prolly just never got tested against bosses |
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