Having to deal with oneshot mechanics isn’t fun. Period.
Having to deal with oneshot mechanics every 3 to 5 seconds during the regular fight, and then have the whole phase dedicated to just killing you instantly, is just terrible.
The telegraph is garbage. You know how fun it is to fight her with Inquisitor? Or is the whole class supposed to just not be viable against her due to Seal?
The reaction time allowed is too short, and the coverage during “fuck you” phase is too big. We had varying flavor of meteors since forever in the game - which have to be respected yet allow time to actually dodge (and not walk into another meteor). We had Gargabol, but at least he has clear, always visible telegraph screaming “MOVE” at you, and it doesn’t happen over and over again. Why does she have lightning strikes? Why are they so often?
This isn’t Path of Exile. This isn’t that kind of the game, GD was always slow and methodical. What the hell is this.
Ascended of course, duh. Build doesn’t matter. I would like an opportunity to actually deal damage to boss. You know, who also has invul phases and non-dissappearing AOE clogging the whole arena.
No, no, you don’t get to talk-no-jitsu out of this by “lol high difficulty” or “lol bad build”. The boss needs toning down. It’s not an argument. Beronath is mechanically terrible.
I agree with this opinion in general.
I played heavy melee tank. In second phase I see 2 main troubles:
High randomly chaos bolts. They appear in 3 wave to fast to adequate meneuver and oneshot over 30k non direct hit, and cover most of arena to find safe spot.
Black pools that Ultimatively Ascendantly shred damage and cover all arena without despawn if you too slow to kill boss, but you WILL be too slow because of damage shreded.
In regards to melee: Dead serious, playing melee is very challenging. Piloting, build, etc all matter at ascended with full shrine, especially with increased mob dmg/sunder effects. That still doesn’t make one shots “fun” so .
On topic: I don’t know. There’s no good solution IMO. Nerf stuff then there will be some sort of uproar of caving to casuals. Buffing the character? Too much power creep. No changes, we will continue to see posts like this. Telling someone to L2P isn’t going to go over well since no one has any clue what kind of RL issues are at hand (like currently playing with a broken wrist )
It’s not an isolated opinion, others feel this way so swatting it down isn’t the answer either.
Edit: the only real question, I feel, is what kind of accessibility Crate is looking for.
I think the right solution is to hold to the fact that Ascendant+full altar is meant to be end-endgame, on a level with the hardest levels of Crucible and high SR shards.
Edit: this is a separate issue from the mechanics of this particular boss, ofc. It is an unforgiving fight. But maybe that’s good.
I’m inclined to agree with premise of the original post, I breezed through Ultimate difficulty on hardcore and was then promptly one shot by Beronath almost immediately the second phase started. I’ve no problem dying or losing the character (I wouldn’t be playing hardcore if I did), but the difficulty spike was rather unexpected. I also appreciate that the game isn’t balanced around hardcore and that going in blind adds to the risk of dying, but GD’s hardcore mode generally feels fair and well balanced.
Attacks that are going to kill you outright are either clearly telegraphed, give you a good opportunity to get out of the way, or both. I had no idea what killed my character at the time, and I’m still not sure what it was, despite having looked at the Grim Tools page for Beronath. Up to now when I’ve died it’s been clear that I made a mistake and that I shouldn’t do whatever caused it again, but it’s difficult to learn from mistakes when your character dies instantly, be it in softcore or hardcore mode.
That’s what happened to me, but in softcore. I thought it was a kind of fan attack - a 90 degree spray of red cracks that appeared on the ground in front of him. It looked like it could shotgun. I found that when I avoided that (it has a long cooldown), and the meteors, I could kill him.
Yeah, I avoided the obvious shotgun only to be splattered by something else, I wasn’t sundered either so . It did take me by surprise though because I’d been doing SR20-22 with no problems up to now, which is also why I was on Ultimate and not Ascendant difficulty.
That character had a good run, about 5 days or so playtime over the last few years, so it’s about time I tried something different.
I’ve to agree. I can understand if a boss is overtuned for lower difficulties and may need some adjustments, as long as it is properly verifiable (otherwise we would risk that difficulty is so toned down to people who just can’t play/build and complain).
But for difficulties like Ascended (or to an extent Veteran because we also had there people complain meanwhile they had access to normal) it differently. I will never understand how people opt-in to the highest difficulty possible with the range of difficulties available, and then complain about it being to hard. Esp. when said difficulty was announced to be actual challenging, hard and stresstest builds, to bring them in line with SR/Crucible Endgame.
And Crate was even generous/smart enough to add an altar so you don’t miss out much on lower difficultys because they expected that there is a good chunk of players may fbe filtered out by that diff.
But it seems some players threat Difficultys more as a new Loop/Playthrough, not as the actual point of a difficulty.
So on my end (again if verifiable) - too overtuned/spikey for Normal, Elite, Ultimate → fair may need to look into it.
If it’s just “MUH T_T i’m entitled to ascended difficulty, T_T they need to balance it around myself and builds shouldn’t matter in the top challenging endgame difficulty” → then sorry i’ve to disagree,
I would get it if the Altar doesn’t exist and features are heavily gated behind ascended. It always frustrated me in case of Rise of the Ronin which had this amazing replay-features but then bundled the Nightmare Difficulty with its features, so for people who enjoyed the lighter difficulty they had no form of mechanical replability anymore. But GD doesn’t do that… so yeah…
The only problem I have with this boss is the fact that the black pools on the ground never de-spawn, and eventually cover literally the entire arena. I mean, what is the intended way of dealing with this? Is the boss supposed to be a DPS check, where you need to kill it before this happens? The build I used for this was a giga-tank, so I was able to just sit in it, but I doubt that any of my other builds will be able to do that.