Thesis on FoA Secret Boss

It’s just not intuitive to make a fight that isn’t intended to be beaten though, I feel… not unless it’s outright stated, and then, you’ve now set another bar of sorts, and also simultaneously are creating content for a top echelon of players and excluding a large portion of the player base from participating or completing the content. I think Uber and for many if not most builds, even normal Nerf, is definitely this example. Any DPS check hardcaps what becomes successful at what content. It’s exclusionary by nature. The question is how high do you make the check, or if you provide alternative and more engaging or interactive obstacles as a way to mitigate or overcome the checks themselves.

Yeah, I think it’s by design. Most players are never even going to experience it, if they even know of its existence.

I mean, aside the top end most builds are going to have bosses they can’t beat, whether that’s Nemesis or Callagadra or Crate. This one is clearly beatable, and over time it’s difficulty will be well known as a particular challenge.

I’m sure the Crate had the same complaints on its discovery too… This time people really want their poop-sticks I guess.

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I take offense at this as someone with the dexterity of a pet rock :triumph:

My issue with the boss, surprisingly enough, has not been its heal but the fact that the fight feels more PoE’isque rather than Grim Dawn if that makes sense. As if the devs went “you know what? our game is too slow for the new generation, lets make it more reaction dependent” and as someone who built a GD career on making builds that bruteforce content, Bobr is the one wall that I cannot bulldoze through, atleast the Uber version.

I personally don’t really mind since it is a Secret boss and would take it any day over another pet nerf… but yeah, I don’t mind the heal, just the reaction timing needed to avoid its 1shots (the claw attack seems to trigger instantly at times) and the shrinking arena space once the blood pools start to pile up.

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A much better portion of builds could do normal Nerf so I think it’s great, but the DPS check itself is so preventative as to blatantly say “this isn’t for you”. I just know there is a way to create a check of some sort, aside from DPS. I think insane overcap requirements 40-60% is fun, as most builds can get this if they specialize some augments, so long as Nerf isn’t dealing the damage-types you’re not insane-capped on, it’s a fun adjustment to make in the spirit of Grim Dawn’s problem-solving gameplay it historically has had.

I welcome new mechanics, but the way restrictions like a DPS check feel hurts me personally. This isn’t something like an MMO where your DPS can larely be input-skill-based like WoW or even D4 with snapshotting (DoT builds in this game are the exception). Your damage is your damage and most builds don’t do that damage for Nerf.

Doesn’t this medal block boss healing?

That would be such a gimmick if it did.

It should work. I haven’t tested it myself, but the medal can block this type of healing ability. Nerfatal only has one self-heal skill. That said, swapping to that medal means giving up quite a few stats, and some builds even have their medal slot locked in by their set. So you’ll want to make up for the lost stats through other gear pieces or augments whenever possible.

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This. With high DPS/high Crit nukes he’s a push over and barely get’s enough time to spawn the null totems or for them to fire off before he dies. But yeah, for any builds that don’t meet that bar he’s annoying as all hell. Because you have to keep moving out of range of the null totems. Which he can spam everywhere.

A very unfun fight and frankly, a bad boss design, because not every build needs to be high DPS etc.

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speaking of this
can someone please definitely answer if that is actually a thing against non trap floors/static dmg? - or just placebo
Does primordis have any effect on any actual enemy attack, grava pools, acid pools, dread pools etc etc? - because people keep popping up sayings it works :thinking:
From my own tests it seems to be no (can’t seem to spawn dread atm to confirm the final bit tho), and Marcus said he spent hours testing it Mugging Mogroden The Wolf In FoA - #4 by lMarcusl, and if so is it a change in 0.4-0.6 that’s just not mentioned in the changelog?
Ceno, Mi0, FoA praets, Zantai :sweat_smile:, ye knowledgeable people please put this conspiracy to rest :pray:

It does not - tested against Grava, Dread, Bobr and Slathablah.

It also does not help against those floating aether pet disc enemy thingies… I died to the black lodge clocks…

(Unless it was changed with the latest patch)

It does seem to help vs Aether ground, poison ground (that one SR cave room), Crate desert, etc

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yea those are the static trap stuff that it was meant for for certain.
I just don’t get where people keep getting the other/regular cancels XY stuff from :sweat_smile: so we need something to cement this truth down, like words on a stone tablet from a higher power

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It’s not effective against those, but effective against entire Bobr realm’s Nerf inflicting floor.
In this context, this applies only to this example.
Those people think is warded from something by Primordis, might actually be warded by Circuit Breakers like a… Blast Shield or something…? (IDK, Korvaak teach me)

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And v1.3.0.6 change arrives, Uber Bobr’s heal value is downed.
First attempt, Uber Bobr had a 10% health remaining.
Keep going, I will achieve the glory.

Big thanks for this change.

My best guess is people might have the Menhirus shield on their pot as well and are only checking their health and not their absorb shield. Second best guess is they think it’s helping reduce the damage, not fully absorb it, and since that’s hard to test, they just put full faith in the “environmental” part of the modifier and don’t test any further (for that matter, I haven’t tested if it reduces damage taken, I just know it doesn’t prevent it). Given how easy it is to hear one thing from a person online, believe “they know what they’re talking about” and just spread that word forward, once you have a big enough group of people saying something works a certain way, others won’t even bother to check.

I’ve been updating the list of things it works on over time and currently all I’ve found is pure non-sentient/non-trap environmental stuff: aetherfire ground in Conflagration, Valbury etc., ritual circle in Vanguard of the Three (where you get Chillheart), the poison water in Port Valbury and Hargate’s Lab, poison pools in Maw of Enaht, lava floors in FG, sandstorm in FG secret quest, environmental debuff in FoA secret quest, wind damage in some areas of FoA, such as Bitter Wind Pass. If it’s any sort of entity that moves around, like tornados in Korvan Sands, it’s out. If it’s tied to a boss arena (Gargabol fires), it’s out. If it’s a trap of any kind, it’s out.

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ye i checked Ravna, Bero, Prod, riftscourges in hidden path, Kuba, Grava, flesh :deer: +souls, and Dread just now… Unless my game is different or bugged, or it’s 0.4-0.6 thing, it doesn’t work on either of those and just the fixed “trap” floor stuff :sweat_smile:

I know what you meant, but I’d be careful about using the word trap because if it qualifies as an actual trap, Primordis doesn’t work against it. E.g. flame geysers in Flames of Valbury still hit you. So will void crystal traps. Still haven’t tested the damn mines in steps of torment…I’ll go do that now actually.

Edit: as expected, mines are not absorbed either.

Edit2: also negates Crucible portals.

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