Arbiter of ash Needs visual update on abilities

Spoiler
The fight itself is not too bad but the stupid ability where you have to run in the correct spot to not be blasted by the waves of fire needs to be updated. You have no time to look for the correct spot and 9 times out of 10 the spot you need to be in looks EXACTLY like a death spot due to the lighting of the level and the very transparent outlining of the attack itself. For such an expensive and difficult fight to obtain it should have the most attention to detail but unfortunately there is a lack of clarity in the abilities he is performing for the most part. Before anyone asks yes i have beat him a couple times but every death is to that stupid fire wave attack due to the poor design behind it
Last bumped on Feb 3, 2025, 3:01:07 AM
Agreed. I have Arby on +3 right now, and the only thing that still gets me is bad RNG on the fire corridor attack. It feels pretty bad that most of the difficult mechanics in this fight (really, just the donut bombs and the fire corridors) are just movement speed and reaction speed checks. Barring bad spawns, the donut bombs are at least trivial with decent movespeed. The fire corridors, meanwhile, go off just a tad too quickly for how quickly they start up. It feels like the boss has innate turbo mods during this attack.

It's even worse when the greyish-blue outline that marks the safespots blends into the greyish-black arena floor. You basically have to stare at the screen to find the safespot, then react immediately. The only way you can survive a missed safespot is with Acrobatics and high dodge chance.

Otherwise, this fight is pretty easy. The only other threatening mechanic is the donut + fire beam combo in Phase 2, but you learn the timing on the beam bait after a few deaths. When you consider how the fight was meant to be done in one attempt, with progression spread out over several chases across the entire Atlas... Yeah, that kinda sucks.

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