Arbiter of Ash – fire circle feels too binary, possible design improvement
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I would like to provide some very specific feedback regarding a mechanic of the Arbiter of Ash, during its transformation phase.
There is an ability where: a large red circle appears on the ground after a short cast, the boss releases a frontal fire wave any player remaining inside the circle takes an extremely high hit (usually lethal) The issue is not the damage or the difficulty, but the binary design of the mechanic. Currently: the circle functions as a strict “all or nothing” zone the animation suggests a directional attack, but damage is applied to the entire area there is no meaningful positional counterplay within the circle the only valid response is to leave the circle completely, regardless of how well the animation is read This makes the mechanic feel: unclear in terms of readability very punishing for slower builds more like a mobility check than a skill-based encounter Proposed change (without reducing difficulty) I am not suggesting a damage reduction or making the skill easier. The idea would be: keep the circle as a warning area make the fire wave truly directional introduce a very small lateral safe gap, requiring precise positioning and timing failing the positioning would still result in the same punishment (one-shot) This would: preserve the difficulty remove confusing deaths reward correct reading of the attack turn the ability into a true skill check, rather than a simple “move out or die” mechanic Why this matters Additionally, since the Arbiter functions as a progression gate for the atlas (for example, access to yellow tablets), clarity and fairness in its mechanics are especially important, as this is not an optional encounter but a required step in progression. A small adjustment like this would: not affect the meta not trivialize the fight significantly improve the feeling of fairness and learning Thank you for your time and for reading this feedback. Last bumped on Jan 7, 2026, 11:43:33 AM
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