PoE 1 and PoE 2 Boss Design

(spoiler-ish but if you have watched any reveal videos then not really)

The new bosses look awesome. This is a positive post. I am maybe a masochist.

In one of the videos of PoE2 of the boss of the Ziggurat zone, we see the boss do a lazer beam and then rotate in a circle. There are a lot of other elements in the boss fight that make it similar to a pinnacle boss fight in number of mechanics. So there is more going on than just the lazer. However, it seems like there are a lot of bosses in PoE 1 that utilize this mechanic - piety in act 4 and Innocence in Act 5. I like this mechanic and I like how mechanics build on top of one another, basically the challenges in PoE 1 are the same at end game as the start of the game but now the mechanics are happening simultaneously, everything is stacking cumulatively to give you difficult content but you have already learned how to do each mechanic on it's own like training wheels before you can ride a bike.
For this particular mechanic and to match with the feel that PoE 2 is grittier, darker, and slower paced than PoE 1 (more demanding and punishing essentially), I would like to see new solutions to mechanics we are familiar with. In this example, the solution to dealing with the spin in a circle lazer beam is to run close to the boss and then run around it in a circle. This is because your movement speed is fixed and running the circumference of the circle closer to the boss is actually a shorter distance than running the circumference of the circle further away. Math! Point being, I am a masochist and it would be fun to add in a mechanic where the boss either shreds your armour/resistances or deals AoE damage like it is radiating heat if you stand too close. Each phase or time that the boss uses the beam the area of effect could increase. This would make it so instead of having time to dps while moving, we would need to focus entirely on moving or we would need to figure out positioning or a movement skill to stay ahead of the beam. Alternatively, do the same thing, but similar to the innocence fight's statues blocking the beam, you could add in temporary environmental terrain that blocks the beam but will be destroyed if you stand behind it for too long. This could even be across different bosses, where boss 1 is the easy level beam in a circle but then boss two takes away our ability to hug it's back and forces us to learn a new mechanic. This way, we get a combination of skill checks that cumulatively build to a new skill check entirely.

I think it could be fun and even if they do not go this route, the new bosses and the new boss content looks awesome! Would like to hear other's thoughts on if they think this is a good idea or easy to implement or other suggestions on how to spice up skill check mechanics.
Last bumped on Aug 30, 2024, 2:25:13 AM
The souls-like boss fights that take a significant amount of time is going to be quite the shock to most players I think.

Some will like it, and some will absolutely hate it. Especially the 1 try only mechanic, and no refreshing flasks. That could result in some brutal engagements, and potentially backtracking.

"Better to remain silent and be thought a fool than to speak out and remove all doubt."
- Abraham Lincoln
I get why people like this style of gameplay, but it's definitely not for me. It's the primary reason (but not the only one) that means I have no interest in PoE 2.

I don't play Dark Souls games, I don't even play Sanctum because I dislike the entire manual dodging mechanic particularly when hitboxes are so arbitrary in this game (looking at you Sirus fight) and character movement is imprecise.

The rotating laser beam type attack can also be pretty brutal for summoners when their minions are just too dumb to get out of the way.

https://www.youtube.com/watch?v=3vStQxEiZoo&ab_channel=M%C3%A1rkusz

Watch the video. That's what every "soulslike" boss is. It just becomes a waste of time that drives players away because in the long run they are boring. The idea of ​​a challenge is ridiculous and never fit into an ARPG. Bosses that seem more like Fallguys' scavenger hunts ruined LE (does anyone remember him? He literally killed less than 2k players). That's because the hack&slash ARPG audience is in the game to farm, make bulls more agile in fights and move on to another one. When it's over, they make another build and so on, but that's only possible when it's fun and simple to make new builds.
The more the game is pushed to UBER UBER, the less fun it is to start over again. It's no wonder that ALL souls games with an Elder Ring exception are CRAP games with few sales and ZERO retention. The first DS is a shitty game made with the UBI formula of open world and low programming. The only difficulty of the game is the fact that Frontsoft doesn't know how to make a decent camera control and hitbox, something that PoE seems to copy since with each new league the skill shots become more disconnected from the cursor, which is RIDICULOUS in every sense for a static camera game with mouse-click movement.

In the end, what we have is what you see in the video, 10-mirror builds that allow the player to sleep while their character farms t17 maps every 2 minutes.

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