Aleksander meteor damage is way too high

I’m pretty sure he starts using it more often the closer he is to death. Actually, luring him into a place with a ceiling renders the meteor pointless. So now he has his other attacks which don’t do much damage at all, at least compared to other Nemeses.

So there’s two extremes to this guy: he either does very high damage with an attack that has a broken hitbox (never gonna shut up about it until this is fixed) or you lure him into a place with a ceiling and he becomes almost harmless. There’s a big issue here.

Here’s another thing: i can dodge Lucius meteor shower perfectly fine and it has a bigger radius on impact. Yet, around a third of the time even when getting out of the way, Alex meteor somehow hits me. It’s like the places he spawns weren’t made for this type of mechanics.

I could have sworn there were already skills that displayed pre-landing locations.

People asking nerfs on 1-shot nemesis mechanics.

Grim Dawn 2k17.

I’d rather see the Nemesis do consistent damage then having a very high damaging skill. I mean, i want to be able to react for my health potion or Mirror or Overguard. That’s more fun.

Also a skill that hit that hard is not HC friendly. Grava for exemple hit hard but the few times I saw him it wasn’t a one shot mechanic and you can get out of the fight or leave if needed. The difference is Grava seems to be more consistent high damage, which is better and more fun in my opinion (doesn’t means he doesn’t need a litle nerf).

I’m fine for the Aleksander meteor to hit hard, no just that hard. If needed a more consistent damage over all his skill instead would actually be better.

Man unsure what you are doing wrong with your build

I am running Sorcerer with 10555 HP 2.5k DA Maiven Sphere just like you and 71% Aether Resist (unsure with Physical but not that high IK set doesn’t give any) and I just take the first meteor head on heal back using ADCTH and wait for the 2nd one. If he cast two close together I pop Mirror to hit the 2nd in the face…I never did need to move out. Not a single Component/Augment or Mythical Item. I find that guy to be a joke of a fight and would farm him all day if he had a # of spawn similar to Valdaran (or even better Fabius) as he is really easy to bring down…

Man I fought him and Terranox at the sametime in that small cellar and I didn’t even die once. I also fought him and Valexeria (sp?) at the sametimes and while the area is bigger near that shrine it is still not huge and you can’t go back to that “bridge” if you want to keep some vision

It’s not about doing something wrong, my characters have better defense than your sorcerer. Also, with that sorcerer and that amount of HP/aether resist and probably low physical resist… it’s an assured one shot if it hits you. I guess if it hits you and you play sc it’s fine, just go back to him right? But from the standpoint of the reaction from the hit from the player and from the standpoint of HC it’s not great

I said it many times, it’s easy to avoid the hit to a certain degree but if it hits you it hits hard, real hard. I rather see more consistent damage accross all his skills than one big nuke that one-shot you. I play HC…

Also you say sp? hopefully your feedback is for single player, you get so many buff while playing in multiplayer.

I understand people complain about gravathul or Kubrabra but…

You are having trouble with THE most well telegraphed boss move in the entire game???

:rolleyes:

Man, just move like 2 seconds and the meteor which takes a second to drop will miss you.

You can even tank it with 2.7kda and max aetherial resist.

Well, I don´t know, if I was exactly at full health (15800), but as I tried to dodge the meteors (and I was sure, it won´t hit me) it hit me and I was…dead.

Otherwise he is really easy, especially for my build with DoTs and +Damage against Humans.

Therefore I second for more consistent damage.

What I can’t believe is that they gave this meteor attack to a nemesis that at least half the time spawns in an area with nothing but roofs, roofs everywhere! … I mean, really?

Also after fighting Kuba a few times Alex is just dull.

So I decided to try Soldier/Necro and go against Aleksander.
Easiest fight of my LIFE. :rolleyes:
At best with just overguard and maybe ill omen he took out 35-45% of my health, maybe 15-20% with mark of torment.

Mark of torment + Siphon Souls + Ill Omen made the whole fight easy.
That being said, the Krieg set as a battlemage gives about 3k less health compared to the DeathKnight version.

All in all, it seems unfair in between mastery combo, somehow. Even more in between type of characters (melee dualwield vs shield, mage, range… ect). I did receive a really hight amount of damage with the battlemage combo with the Krieg set. Same for the Dualweild Acid Spellbreaker.

I decided to post it because from my testing, some combo can be one shot and with some combo the meteor is a joke. What to do? Reducing the meteor damage but increasing all his other attacks seems the best way to fix it. I say fix it because I see it has an issue.

A. if you didnt cap your resistance and dont have enough DA, your high health will not matter.

B. You have to keep moving if he use meteor as it has a small tracking before it fires. Luckily once it drops it is fairly slow to reach the ground, plenty of time to move.

Capped Resistance and 2600 DA.

But this is not the point:
As it had been said, he does nothing else. And in my case he bleeds for 500k+ and dies pretty fast. Therefore I want more consistent damage for a more interesting fight.

Alex is one of the few bosses with a well telegraphed move that encourages you to move around in a fight, compared to gravathul which is just tanking melee or one shot through orb, or Kubra who just endless kiting until dead, and you think Alex isnt interesting? :rolleyes:

When we finally get an interesting nemesis boss that isn’t a damage sponge and a gear check, people want to make him as boring as the others. Go figure. :rolleyes:

Erm, like other people said, he is a gear check. :rolleyes:

And nobody said: Go nerf his meteor to the ground. A little less meteor damage and more damage overall.

Consider me blind (or blinded by those special effects), but other than timing (i.e. a meteor is dropped about every 10 seconds) I can’t see any indication to it (when you see it on the screen it’s usually too late, at least for me. If you weren’t moving already)

And to those saying it makes him interesting: Nerfing meteor and upping other attacks won’t make him uninteresting, just more consistent. With current attacks it’s pretty much like this:100% health during most of the fight, drop health (or die for some of us) when hit by meteor. Up his attacks and maybe your health will be lower than 100% when meteor hits, same result in the end. Maybe won’t be able to literally run circles around him, like I do to dodge meteor (just run circles for 2-3 seconds, attack, run in circles in anticipation of meteor, repeat).

This is what’s been grinding my gears with the thread and is also what I was a bit afraid of in testing AoM in general. We’ve already gotten a bunch of threads on AoM’s difficulty being too high but for once Grim Dawn isn’t a mindless “hold mouse one to win” game.

Consistency isn’t exactly good, even though I advocated for it earlier. Consistency is just statistical difficulty, which is what a good chunk of players have been wanting to see die in GD. The problem with statistical difficulty is that it plateaus. When a player can overcome the stats of an enemy presented to them, then all of the mechanically unique things of that enemy are irrelevant and the enemy is completely trivialized. On the flipside, until you can compete with an enemy’s stats, you have no chance in hell of ever surviving them. This is why we’re in the tanky meta and not a skill-meta, as player skill has little impact on player survivability or damage. It has nothing to do with there being a lack of mobility skills, and anyone who thinks otherwise probably belongs in Oriath. :wink: As Shurano said, most of GD is just a linear gear check and once you pass there’s no more challenge for you. Ever.

As someone who (after 1800 hours of softcore) is making the transition into hardcore, I am 100% OK with there being telegraphed and predictable oneshots. I don’t think Aleksander’s meteor is a oneshot, and not by a wide margin, as - as I’ve said - I’ve taken many meteors and not died at all to the Nemesis as a whole. I’m OK with Grava’s doubleswipe in concept, just not with its suddenness and unpredictability. I’m also OK with Kuba’s breath, though its hitbox is definitely wonky and needs some work in that department, and could use a larger windup time. To that degree, if the hitbox of the meteor were to be reduced, that’d be fine by me. But please leave its spike potential to off players who didn’t want to kite.

Except he’s not interesting, he’s actually pretty damn boring. He’s just a Valaxteria/Ternon clone with a couple of different attacks and pretty much fights the same way as them. Not to mention the only thing he has of any danger is removed by terrain, leaving him pretty harmless.

Even the Nemeses that are variations of regular enemies have a lot of different attacks that change the dynamic of the fight.

Alex needs to be replaced by Barmanu from TQ to make the meteor fair to all classes :stuck_out_tongue:

Shame stun res isn’t lowered by difficulty anymore. :smiley: