Aztiri Temple 100 % immunity bug

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Atziri fight, Spoilers for some
Spoiler


after lots of frustration over the temple eating itself i finally got the console to link to atziri to attempt to fight her.

the fight was great, she had tons of hp but her attacks were baby damage in terms of boss fights (and i am a super casual POE dude here, that murder feeling was a miss in a lvl80 area when attempted)

i beat her up and got here to run into the portal and become the snake (sorry for spoiler !)

fight went on, hp for hp. i got her to 5 % life while she was in the middle of a "emote" channel attack spawning blood novas raining from the celling then she didnt die !?!? she gained a ES shield to full covering her 5 % life and became immune to damage, and she didnt go to the next phase of the fight. she remained channeling the blood nova for over 5 minutes, while avoiding attacks and asking global what do i do ? i died finally...

watched a video of the kill online and it shows she was suppose to go to the beast and get skewered by the tentacles when reaching 5 %, but this never triggered. i lost my victory over the fight, i lost my progress *over 42 maps worth of spam after architect was killed !! (that is a super long commitment for me) and she removed so many rooms, no second chance to fight her again.

there was no just go get 6 more map charges to reopen and go again. i am at a point where i want to quit this season now. i really don't i am having a lot of fun with the djinn class. but the total devastation of losing 5-6 days of grind during the holiday season where i chose game over family ... gone....

i know the game is a "challenge" type (dark souls like) but the total punishment isn't balanced well for the POE 2 switch to be more inviting to us casuals

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Corrupted nexus, Casual Struggles

another struggle is dying in a Corrupted nexus with full life 80 % ES and mana but some attack kills me in 1 hit when i didn't even see it happen. then the nexus poofs and you loose 20+ maps worth of exploring the end game. it would be helpful if you add in a "chance to respawn nexus" if you failed on the left over corruption nodes in the area. so if we die there is still a chance we can force another nexus to spawn instead of abandoning the whole area and go spend another 3 days looking for the corruption again.

this idea could be applied to Copper/stone/iron citadel, clear maps in area of a failed citadel to have a chance to reattempt/revive them again...

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Death "tax" to brutal

10 % xp gone a death, slaps you in the face a lot. its a real edge of the seat gameplay most of the time. i know the omen to reduce the xp loss is a thing, but at 35ex a pop currently it breaks the bank. the omen of resurgence is unusable to ES builds also ??? or when we are low life with only 2k life but 10k es the low life is almost auto die at that point before the omen triggers due to very small window of Low Life status vs damage taking in. also would say it MIGHT be bugged as well, as i have auto died with full HP while this active in my inventory when ES drops to zero, so i no longer use them.

i say that knowing its the identify of the game, but it would be helpful to casuals if we had a "recovery xp" token to add to the next map, if we clear the next map 100 % without death we regain ~50 % ?? of last maps death xp TAX ?? it would help those who struggle to remember all the mechanics that effect our heros and RIP our progression as i am forever stuck at level 92. i know safe and slow works but the boredom of it and lack of loot is off putting flipping those baby maps. if you added a timer on this token also it would motive players to keep going after a death. as all my friends have just quit (for a few days now) because of the penalty

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failed a unique map and it was the connection map to a expansion area.


i fought the essence monster unique map and after winning so easy last time i did it, i juiced it, a little to much and died at 3 % boss life left !!! the struggle was there the fun had, the loss acceptable. the problem is now the map is "closed" it didn't turn into a "normal" map so the node is dead, and that forces me to run 12 !!!!!!! other maps to around the linking path to the next hub of area in the map system.

please let the failed unique maps become like failed regular map nodes, clearable with no attached reward to continue progression in the direction of the map system

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temple changes wish list

1) add more mods to the body modification that favors pet classes as nothing so far besides some mana regen is note worthy

2) give higher Tier currency to the "take" option for room rewards, the T2 exalt slam room still gives regular orbs, the regal and others as well but they are T2-T3. i get this is a motivation to slam your current gear but space is limited, if there was a stash space (best place would be at atziris treasure room or entrance of temple) to unload loot without closing the temple, as there is a issue where rooms poof if you leave and come back mid temple.

3) increase density of mobs. there is tons of exp mods in temple that i always explore the temple 100 % every time. but its only like 4-7 mobs a area.

4) we need more "move spaces" the straight lines and plus sign rooms without rewards, i often get 5 reward rooms and 1 move node, witch only gains a single step towards a 20 node adventure. her time investment isn't balanced

5) let there be more then 6 room attachments when you charge the temple 12 times before entering.

6) let the "over charge" of rooms count towards adding mods to temple ?? nothing is super deadly in there, but the hp is just about balanced perfectly
Last bumped on Dec 21, 2025, 11:44:52 AM

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