Time wasting is the most infuriating thing about POE2

I took a long break from playing POE2 twice:

1) Death on boss Zarokh, the Temporal (Sekhemas last boss). I have a more than strong enough character for this boss. Killed him several times before. What was different this time: I didn't notice the last fragment of time that spawned in the lower right corner of the arena SO THAT IT WAS NOT VISIBLE FROM BEHIND THE COLUMN.

I wasted my time because of bad design, one could say a bug. Mark Roberts personally said that the design of the one-shot on Zarok is a bad design. I'll add that there shouldn't be one-shots at all, it's a stupid design in general. They completely devalue any survivability parameter and all builds degenerate into glass cannons that one-shot bosses.

Moreover, for 1000 years in games like Warcraft there has been an alternative - a stacking debuff that increases incoming damage (and which cannot be dispelled). This ensures that the boss mechanics are absolutely necessary to take into account, without idiotic one-shots. It also gives value to survival parameters that will give room for error. And it is impossible to become invulnerable to damage.

By the way, in PoE 2 it is still possible to become invulnerable to damage from bosses. You need a huge energy shield, which is very expensive. So if GGG's goal is to completely remove the possibility of invulnerability, they failed. One-shots failed as a concept. And the stacking debuff is the only thing that will ensure "mortality" on the boss.

Specifically on Zarok, you can apply a -30% action speed debuff when player fails the mechanic, instead of a oneshot. For example. I think this is the simplest change that can be made right now.

You can leave some one-shots if they are absolutely obvious and slow. Just to play on the nerves a little. But the player should have 2-5 seconds to react at least. It should be just a "decorative" one-shot. Unlike the crazy, fast-paced, epileptic one-shots that exist now.

And by 2-5 seconds I do NOT mean the ANIMATION of the one-shot, but the time to exit the void zone (For some reason GGG likes to do homing oneshots, the animation of the hit goes and the boss turns and tracks the player until the very moment of the hit, which can cause an irl heart attack). 2-5 seconds when the void zone is fixed and you can run out of it. And not roll into the window of a microsecond or die, as it is now. "Micro windows" are only for a stacking debuff - obviously and this is common sense, which is currently missing.

2) Played on SSF and went to the first corruption nexus map. Which is located next to the base. Which is for "learning".

But I was unlucky, randomness punished me. Nexus turned out to be with a boss.

With bosses GGG came up with such a funny mechanic on the maps - if you die on the boss, then all mechanics disappear from the map INCLUDING the corruption nexus.

A fun challenge for newbies who had bad luck with the boss on their very first nexus, huh?

But I'm not a newbie, I gathered my strength and was determined to kill the boss. But in the middle of the fight with the boss, I was kicked out of the server. And all mechanics were removed from the map.

Fun? No - infuriating time wasting.

If a player is kicked from the server, the mechanics on the maps should be preserved. ESPECIALLY corruption nexus, ESPECIALLY the very first one. The least that can be done is to secure the first nexus so that it does not disappear until it is cleared.
Zuletzt bearbeitet von smurfme5#6072 um 13.07.2025, 05:32:10
Zuletzt angestoßen am 13.07.2025, 17:45:11
How do they know you were kicked instead of pulling your ethernet cable out?
"
FruitLord#0833 schrieb:
How do they know you were kicked instead of pulling your ethernet cable out?


They can see that easily if it's client side or server side that caused the disconnect.

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