Boss invulnerability and 1 shots...
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Feels terrible. You cant damage the boss but it can 1 tap me through 8k energy sheild and full resistances. The idea is to prevent people from spawn camping the boss, but it still incentives the exact same playstle, just after waiting a few seconds. Meanwhile melee players just get shafted as per usual. Not being able to interact with the game is not something you should be striving to add more of. Theres already enough silly undamageable dialog phases during boss fights, it breaks imersion and feels terrible.
If you want an actual solution to the problem, just make it so that only actions that are taken after the boss fully spawns in can interact with that bosses hitbox. Last bumped on Dec 19, 2025, 11:36:20 AM
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" Hope your voice will be heard. Balance feels worse than in previous patches in this aspect. I don't even want to try to kill high level bosses now, since I'm struggling to kill even T1 map boss sometimes. It feels like a fight in a tar. I hope GGG will soon realise, that it is not fun or rewarding to fight for long (since loot is absolute garbage most of the time). It is fun and rewarding to see the actual result of your build, that you're finally can be a powerful hero. |
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The boss invuln change 100% showed me they straight up lied to our faces and gaslight about playing the game in the endgame to a significant degree.
This has broken so many bosses because of their entrance animations I stopped caring and reporting bugs in-game. Its such a fucking joke. They need to stop gaslighting the players about how much they play the game and actually do testing and playtest their bosses after changes like this. So many bosses are just bugged as shit and just fully invuln if they dont move out of the D.R unvuln ground thing at the start of the fight. I see what they are trying to go for though. But such a terrible way to go about it that it really questions if they play. All you need to do is just balance the game better, its just that simple. Last edited by SaulSantiago#5695 on Dec 19, 2025, 9:28:53 AM
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New boss "anti burst damage measure" is another sign GGG cannot handle the balance. One of the main points of making poe2 a separate game was "we restart the balance and do everything right this time" (in more slick-correct words of course).
Result: - all major bosses have oneshot moves because player defenses and healing are all over the place. - bosses have numerous invulnerability phases. Some of the more fast bosses like bahlak, scorpion, or the shark (forgot name) spend more time invulnerable than not. All those leaps, hovers, tunnel barrels, player cannot hit the boss and just has to wait. - yet those phases proved to be not enough, now bosses have spawn DR because player dps is all over the place. So was it worth it? Breaking their promise, creating second game environment from scratch, splitting both the audience and dev resources in two, only to arrive to the same jury-rigged safeguards for holding the combat together as poe1 had. So far only advantage poe2 combat has over poe1 is a bit slower resolution and less monster density, so sudden oneshots from full ehp happen less now. But if they keep pushing things like abyss, this will become indistinguishable from poe1 as well. |
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