Trial of Sekhema 4th Trial Boss NEEDS to be looked at

Just lost over an hour of work because I wasn't fast enough to collect his hour glass crap. I'm new to POE but I hear constantly people say from GGG themselves that the design philosophy behind POE 2 is to make the game more slow & methodical. Well, this design is literally the antithesis to that design philosophy as you are LITERALLY punished for being slow. Either Remove the slowing effect that happens as the timer lowers or Remove the Mechanic all together. The Boss wasn't much of an issue, his health pool was large but It was doable. However this slow mechanic literally makes an okay boss near impossible if you ever get the "worn sandals" affliction or just don't have enough MS. I'm at the point where I'd rather just pay someone for a carry. It feels like a slap in the face to go through the entire trial & fail, not due to a lack of skill but because of a singular affliction. This needs to change or it needs removal. Either way, you're punishing the player for playing how YOU want them to play.



Level 83 Infernal Minion Witch(just for anyone who's wondering my class & level)
Last bumped on Jan 21, 2025, 9:20:18 PM
Nah, the boss is fine. Improvise. Adapt. Overcome.
I second this!

I have a pair of 35% Movement Speed boots, a couple of movement speed nodes on the tree, a couple of movement speed relics AND the movement speed boon and I had NO chance during the second "pick up the orbs" phase.

I'm sure some people are under the impression that this is "more than doable" without realizing you can be totally fucked over by the RNG of orb placement.

They've designed a game 'almost' without movement skills. If they've designed a semi-required fight around the use of movement skills or very specific boons, they've fucked up, easy as that.
Sometimes, just sometimes, you should really consider adapting to the world, instead of demanding that the world adapts to you.
ive seen videos of it on youtube meme compilations and spending a ton of time going through traps and chasing little lights around crystal cups through 3 floors to eventually end up having the whole thing potentially thrown out the window on gimmicky mechanics like this is absolutely nothing i want to be spending my time doing in a computer game.



i mostly just want to play an action rpg, u know? you can keep putting shit in the game like platformer trap gauntlet bullshit and tower defence modes and autobattler whatevers, grow ur own bloody salad garden simulator...

ok dudes, sure. some of those things im going to interact with and others im just going to look at and shake my head. thats fine, because theyre just little optional content things on the side right?

right? youre not gonna force me to spend hours and hours of my life doing this stuff as a tax just to play the game?




ascending is not optional.
I love all you people on the forums, we can disagree but still be friends and respect each other :)
The final, 4th trial boss is v. easy , he is bugged actually, you if you stay in the corner he won't hit you.
"Path of Exile's engine is currently modern, lean and fast." - Chris Wilson, September 19th, 2019
It never fails that whenever someone complains or cries for help on something because they get frustrated on not beating a boss or get killed by a mob, etc. there will always, always, be someone who will come and tell you something like, "it's easy, you just need to get better".

It's automatic.
If you know you are gonna fail clock phase, just relog and restart the boss fight. That's what people who farm sekhema do. It is better than wasting 1 hour.
"
Rix#4201 wrote:
Just lost over an hour of work because I wasn't fast enough to collect his hour glass crap. I'm new to POE but I hear constantly people say from GGG themselves that the design philosophy behind POE 2 is to make the game more slow & methodical. Well, this design is literally the antithesis to that design philosophy as you are LITERALLY punished for being slow. Either Remove the slowing effect that happens as the timer lowers or Remove the Mechanic all together. The Boss wasn't much of an issue, his health pool was large but It was doable. However this slow mechanic literally makes an okay boss near impossible if you ever get the "worn sandals" affliction or just don't have enough MS. I'm at the point where I'd rather just pay someone for a carry. It feels like a slap in the face to go through the entire trial & fail, not due to a lack of skill but because of a singular affliction. This needs to change or it needs removal. Either way, you're punishing the player for playing how YOU want them to play.



Level 83 Infernal Minion Witch(just for anyone who's wondering my class & level)


Yeah, the hourglass mechanic needs fixing. It either has to give more time or the hourglasses have to be programmed to spawn in a smaller area. I had a spawn when there was an hourglass in 3 different corners of the arena square which is simply impossible to get. But as things stand now you can do a couple of things:

1) Since you're a witch, equip a 2nd scepter and alocate blink on 2nd weapon set. Haven't failed a single hourglass attempt with blink.
2) If you see that you will be failing the clock, just log out/go to character selection. You'll have to restart the whole fight but it's still a better alternative than a lost run.
Last edited by AIDA_TriEdge#4390 on Jan 7, 2025, 6:43:00 AM
Agree 100% orb picked up is the dumbest design.
I did 4 attemps at this boss fight, (I won't count the obligatory "you have no energy shield" affliction node for a CI even if it counts towards my frustration).
Every time i fail in grabing the last orb the second time, last try i manage to avoid worn sandals, got 35% MS, and even got 12k honor. But no, failling to grab even the last orb is instant death, why not using the orbs as a stackable defense buffer so even if you miss one but came prepare otherwise you can (barely) survive?... (like there's a 100K aoe coming each orb grabbed negate 10k)
It is frustrating, and this sort of design encourage the use of op build who don't cycle phases as much as defensives ones, which is a deep design problem imo, when the only way to play the game is to avoid seeing some parts of the game...
I think the new no movement skill phylosophy as to betaken into account when designing the fights or you would end up just making the use of blink mandatory everywhere. Also as for the example above, i would recommand removing all one shot effects and adding mitigating options, there has to be a sensible range of damage an ennemy can deal, going to infinity is simply no fun nor does it makes any sense lore or gameplay wise imo...

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