Architect Fight is an overtuned disaster

Non-stop tracking AoE explosions chasing you everywhere is not engaging. I do not understand how anyone that tested this and went "I really like to run in circles for 10's of seconds at a time unable to attack the boss, because if I do and get clipped by any of these dozens of explosions per second, I die."

Then, of course, he starts overlapping other AoE mechanics that heavily restrict where you can even run to get away from these things, because it isn't PoE without a bunch of hyper-deadly overlap where you can't even see what's happening in a fight you get a singular attempt in, right?

(And, yet again, we see design in the game where ranged has zero problems dealing with it, and melee gets shafted.)

How can you make a masterpiece like Geonor, a boss with clear telegraphs, intuitive phases, who is rewarding to learn and overcome, then be the same team that designs an AoE overlapping visual mess of a fight like Architect, or Kulemak? The quality of bosses in this game manages to vary wildly from "masterpiece" to "what in the hell were they thinking?".

Time to reroll off melee I guess.
Zuletzt angestoßen am 21.12.2025, 06:35:13

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