The Boss Fights in PoE2 Feel Exhausting
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+1 on this
Bosses for sure have too much HP, especially in campaign. (and what are you gonna do, if your build/gear is currently too weak? try the same boss 15 times? I sure did, with one hell of a cortisol level. Not fun, but very stressful) There's also wayyyyy too many bosses with invulnerability while they are allowed to attack. (Sky Seer, Viper, Mermaid, Arbiter's Fire Storms etc.). I hate bosses that waste your time (also with repeating dialogue) and them attacking you in the meantime should NEVER EVER be in the game in any instance. I really despise it and don't approve of any instance of this. The boss is right there and attacking me, why can't it touch him? Awful for immersion too, absolute nonsense. |
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Most boss fights felt just right in my first playthrough going into this game blind, act 1,2 and 4 bosses took maybe 2 or 3 tries each with some of the fights taking 5-6 minutes. It falls apart after that when you figure out the best mechanics to lean into and the game gets too easy.
End game bosses including the pinnacles, arbiter and trialmaster are an underwhelming joke. I'd advise making them substantially more difficult with a commensurate bump in the rewards, or at the very least having an option to fight harder versions with better rewards for all bosses not just the arbiter. That is unless the unstated vision of this game truly is to be click one or maybe two buttons to kill then pray for the good drop, repeat x number of times on average until 'successful' slop game. Really hope this comes with the 0.5 endgame rework. |
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" Mindblowing isn't it? I know I'm not some elite gamer, but even I can tell POE2 is closer to Farmville than Dark Souls. |
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After act 1 the bosses fall apart and are killed far too quickly during the campaign. In endgame the issue is that they are killed far too quickly by strong builds and before that it feels like they are too low threat besides for occasional oneshots. I would like to see them live longer and be balanced in a way that the player isn't oneshot, but mistakes matter and with too many mistakes one runs out of heal potions.
Since players enjoy / dislike different difficulty levels and this is something integral to the game experience and I don't think there will be a common ground, multiple difficulty levels would fix this issue (meaning we need harder and easier ones). If you are really struggling with campaign bosses and they take really long too kill, you are either having expectations not fitting the current game design ("I should kill every boss on 3rd attempt", "they should die in less than 2 min") or you are doing something fundamentally wrong. E.g. there are player casting AoE spells repeatedly and then wondering why they deal only small chip damage. They never made the distinction what is a single target skill and what is good versus AoE. Or they don't use foundational mechanics like infusions or reducing elemental resistance or getting +spell level on equipment as sorceress. Or whatever... One doesn't need a meta build in this game. Literally everything is viable, as long as it is a meaningful synergy / aligning with how the skills where designed. One doesn't need special item drop luck either. |
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" And it didn't come to mind just doing the level again, to get some better gear? And that's now the games fault? kek. |
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