might just be my “toxic elitist” pov, but, i don’t think you’re supposed to run away from those
Sure, the first encounter with Deathstalker or Scion might be a surprise or rough, and you might even fail (tho if you fail those you’d even more likely fail the real bosses i’d think), so like most encounters they are supposed to be accounted for/character updated so they can be killed the 2nd or atleast 3rd time the dungeon is tried.
Lox should be no different (imo), tho him merely being a Hero status might be what confuses people in terms of his potential danger.
Personally i don’t think it’s good to relegate him off to a corner somewhere, easily missable or 10x more convenient to skip
Both Scions and Deathstalker has “shadow strikee”/teleport to player attack skill, so i’m not sure what would make Lox more problematic to run from than those?
If you have an issue with PV aether ground, i’d also highly recommend to practice it, it’s one of those things that might be a bit overblown in terms of difficulty, where things appear more dangerous/damaging than they either really are, or at least have to be world of grim dawn has many paths and illusions
I just bought the definitive edition on Steam and I would like to own the definitive edition on GOG as well. Can you please put the bundle on discount on the GOG store also? Thanks and great game!
Why should it be a requirement that these bosses are easy to run away from ? If your character isn’t good enough to fight them, you shouldn’t even be in those areas to begin with. They’re not even challenging for a half decently assembled build
PV just got 10 times more difficult, loxmere is much harder than any monster in that dungeon, the boss trio included. Before it was a reasonable hard dungeon to do, now it is just bonkers. The “final” boss of PV is now Loxmere, that does not sound right to me and makes PV a lot different than other skeleton key dungeons.
BTW does Loxmere have random spawns in PV? I have always (4 times) found him next to Watcher Brandis, but last time I did PV Loxmere was not there at all, thought he had 100% spawn chance now?
Simple statement of fact is not rude. There’s something very wrong with your build and/or the way you play if any of the roguelike dungeons are overly challenging to you, including Port Valbury with Lox.
Post your build(s) in a grimtools link and I or someone in the community will tell you exactly why you’re struggling and how to fix.
Edit: he DM’d me and I offered a build tweak. There are several specific reasons Lox is ganking his build in particular.
A guaranteed spawn in game but not POV exclusive. Are you nemesis with aetherials? Cannot imagine Loxmere is harder than Valdaran (which is also very doable with an average build)
I hope we’ll see improvements to the console version someday. A minimum of 2K and definitely better shadows, because the current ones are hard to look at (too bad they can’t be turned off completely). A nice addition would also be the use of vibrations in the pad, for example, when gaining lvl, dropping hp or activating a totem. There are quite a few options.
The question still remains what will happen to FoA for consoles since the game is currently no longer available there .
It’s a little better now, but still suffers. Where normally it would infect nearby enemies that walked into range, acting like an on-going plague that would eventually reach every enemy in a room, I now (still) have to throw it out multiple times even though the enemies aren’t that far apart.
Please add a lingering effect back so it can truly feel like a contagion again. The new on-death effect is really cool when it works, but most of the time it just feels like a shadow of its former self.
On a Dark One build where Bloody Pox is built to deal damage, it feels like I’m stuck with the old Gore problem for it, but with no way to fix it.