Prince Azmadi is poorly designed
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Specifically the death from every angle attack. It does way too much damage for one, and the spread of the swords is way too wide for how fast the attack comes out. Every illusion sword should fit cleanly on your screen, yet it doesn't even come close to that.
An insult to every hardcore player. Attacks like this should deal a % of the player's maximum health, if you're going to keep them poorly designed. Last bumped on Dec 19, 2025, 3:17:09 PM
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100% is technically a % of a player's maximum health.
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" Sure, only it's not always a one shot. I took the exact same character to the boss in softcore after they died and survived the same attack twice with minimal HP remaining. When I died, I actually dodged it with perfect timing and died in dodge animation outside of the attack. On top of all this, you can't even see which sword he is actually coming from. The mechanic is stupid because you get punished for trying to actually resolve it as intended, meanwhile bad players like quin69 are rewarded for running across the entire map and panic rolling while everything happens off screen. I don't like when games reward low skill players and punish people trying to actually engage with the mechanic. I timed the roll perfectly on reaction despite not seeing where it was coming from until it actually started, yet still died. Maybe the wyvern model is too big for this attack, who knows. All I know is that it's slop and they should play more from software games if they want to understand how rolling should work. Last edited by dandelousx#7809 on Dec 17, 2025, 5:03:37 PM
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" Poe2 (and poe1) is not a soulslike, its pure RNG. And to combat RNG (with a load of unknown calculation bugs), you overlevel your stats and stay as far away from danger as you can, so quin69 is correct here. Penalties (exp in softcore, hardcore in hardcore) exist to inevitably stall players, not to teach them. I respect your wish to meet bosses head on, but from the top of my head: how many months passed before they had fixed broken hitbox on forge giant boss? Projectiles were not matching client visuals and a lot of hardcore characters were oneshot. By dodging far away you mitigate those kind of bugs just in case. Normal mobs also, those slitherspitters were doing double damage of incorrect type, making augury map a deathtrap for new players. I had reported it on first week on 0.1, few weeks passed before fix. |
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" So like I said, it is bad game design and a failed execution of their intended vision. If the "correct" answer is to run away and spam rolls in a panic, then it is unacceptable. I should be rewarded for playing the game tightly and engaging with the combat directly, I shouldn't be encouraged to run away screaming like a lolcow. |
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https://youtu.be/I-UzzjWlaHs?si=tI9DA7fCKIGgaK2B
This might help you out with the fight. I don't know how to tell which sword is going to be him in the "death from every angle" attack aside from a little feint white reflection. In the video it looks like their spear auto-attacks him even when invisible, giving away his position. Can see this working on some other ranged abilities maybe - if anyone has a better way to know which direction that attack is going to come from then maybe they will see this and share their wisdom. |
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" I can do the fight hitless most of the time, it's just that death from every angle has an unreasonable hitbox. Maybe it is a druid form issue, but they really need to rethink how they design hitboxes if an attack is going to be that variable(can come from every single sword) on top of spreading wider than the player's available FoV on top of being so fast to come out after you see the mechanic's angle. It's a cool mechanic, but it shouldn't be an unreasonable hitbox. It is an unreasonable hitbox that makes me feel like I was robbed of my character, and that's bad design. I haven't played the game since dying to the mechanic because why would I bother? Everything else in the game including the silverfist attack is about 100x easier than that single mechanic. It's clearly out of proportion with the rest of the game's design. |
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