Endgame Boss/Boss buffs

As you know, Our favorite min maxing group Emperian Gaming has defeated the final boss of POE 2 early access in a 6 Man party despite losing a player early on. Absolutely astounding.

However several things are worth noting here, The Boss lacked the defenses of Path Of Exile 1s Uber bosses which isn’t a way of disregarding Poe2s individuality, But to make note that players will utilize every aspect of the game to progress. The result is the final boss being a complete joke at his hardest (Full party). These ubers should have the baseline “Cannot be fully slown” stat in addition to an additional 5% Less dmg taken per player to counter the synergy which 100% Hp does not cover. With a group of randoms 100% HP is perfect but when you give players distinct roles it becomes trivial. For example 1 player can Land massive shocks, another could tick chill and break armor while the melee guys go to town with the final guy capitalizing on it all. My suggestions are as follows

Endgame bosses- Cannot be fully slown, A new mod i would call “Revelation” 5% dmg reduction per player, duplicate rewards.

All Bosses (including Endgame- A new mod i would call “Revelation”
This is a Global defense mod which adapts to player damage and ailments.

If stunned the boss will gain a perm increase to stun threshold by 30% if stunned again it increases to 50% and becomes immune to stun after a third stun.

If the bosses Armor is broken they will gain 20% of armor once their armor break enda through any means which can stack up to 3 times. This is meant to encourage damaging the boss in an armor broken state instead of constantly dumping massive damage with no repercussion.

If a boss is Chilled he will gain a perm increase to chill and slow reduction via ailment threshold increases while limiting the cap of slow/chill that can be applied

If shocked and poisoned and ignited for X amount of seconds the boss will gain increased ailment threshold following a similar formula but will not become completely immune to ailments.

All Bosses gain a mod/mechanic i would deem “ravenous”
The trigger for this mod is when a boss changes targets 6 times without attacking. The buff increases the bosses movement speed and attack speed by 20% but reduces its damage by 40% and lasts 8 seconds.
Why? I’ve noticed bosses suffering from a different kind if stun i would call “confusion” the boss can’t decide who to attack and spins in circles due to damage coming from all sides.
Last bumped on Dec 12, 2024, 4:19:10 AM

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