Azmadi still needs adjusting
Fought him a few times post-nerfs, and there are still things in that fight that need adjusting. Keep in mind I'm talking campaign Azmadi, not maps, but presumably maps is far worse.
To be specific: 1) His auto-attacks land before the animation plays, not during/after. This makes them undodgeable if you're in melee. If they were token damage that would be fine, but there's at least one variant that hits like a truck. Possibly a bug since usually they are token damage, but there doesn't seem to be any notable difference in animation between the high and low damage versions, and no way to dodge the high damage one anyway due to the aforementioned timing issue. 2) Sometimes, when he does the attack with several floating swords, he will dash in for ungodly damage, and can do so from well off the screen. Even knowing how to find where he's from, if the dash attack so much as grazes you then you're just dead. The dodge timing for this is absolutely incomprehensible and even after fighting him several times I've only avoided it by dumb luck, and I've never come even close to tanking it. For context on damage taken, I always fought him with around 1400 life and sometimes energy shield on top. I've fought him with pure evasion, ev/es, and pure armor, and for all of them the dash attack I mention above is just immediately deletion from existence. And this is campaign Azmadi, not even maps. It seems clear that you're supposed to be able to consistently dodge that dash, but the way the attack is built makes that unreasonable since even if your vision is good enough to distinguish where he is, sometimes he jumps off-screen to do it in the first place and you just won't find him in time. And even if you do spot him, the timing is unreasonably narrow for the level of punishment. I'm fine with an instant-death attack if it's obvious and the dodge timing is fairly easy if you focus on dodging, but it's just not. Even if there's an animation tell you can't see it because he's almost completely transparent. Last edited by ClDumbass#4072 on Oct 5, 2025, 6:09:51 PM Last bumped on Oct 6, 2025, 12:30:57 AM
|
![]() |
SSF
I didn't know the name, but I know what you're talking about. I hated that boss for exactly that reason. Died like at least 10 times, only to that specific move you're talking about. He may have even killed my hc run, I don't remember. I do remember I figured it out and could dodge it consistently- but that it wasn't intuitive at all. I did it with timing if I remember right. Visual was unreliable. I know if I had to do it again, I'd run into the exact same issue and have to die a bunch to nail down the timing again. Cause its simply not intuitive what is going on- which is simply bad design. |
![]() |
https://www.twitch.tv/flaxenwall4251/clip/MoralBoringCrabPeteZarollTie-qKWWxSxYZStTO42W
This ability is awful. Hes very easy in maps because you actually have gear there. If you are trading or its your 2nd char your chances of trivializing this in the campaign are higher. my 2nd and third chars killed him very quickly. First char was a nightmare. |
![]() |
My HC run ended to the floating swords 'death from everywhere' attack. I tried to figure out that attack (repeated the fight over and over) but I really couldnt.
Even if you sprint far away, sometimes he tracks you across the room and it can be a one shot. But more often than not, when im are far away and get rushed, i don't take much damage. If I'm anywhere near any of the floating swords and he connects with the attack, I always die (3k energy shield). It is such stupid mech cos he teleports off screen and you cant find him in time. That is the only attack though that really does enough damage to one-shot. The rest really didnt give me any trouble even when I tanked the damage. |
![]() |