Twisted doman mechanic clashes with the slow paceing of the game

After spending more than 150 hours playing, I finally assembled my first beach stone. To have a timer run out and fail my run. There are several problems with this:

1. This timed mechanic clashes with the idea of PoE2 combat being slower and more methodical.

2. Is it close to impossible to do this when the minions despawn as a result of me trying to move forward and beat the clock. I have to wait several seconds after that to get them resummoned which further compounds to the problem.

3. One attempt per 15-20 hours of dedicated grind is just too underwhelming. This is about to put players into "it is not worth it" category.
最後にスレッドがバンプされた時間 時刻 2025/05/14 16:25:23
IM LEVEL 94, TRIED WITH 15 STORM MAGES SEVERAL TIMES, JUST CANT REACH THE END IN THE LAST DIFFICULTY, MY MINIONS LAG BEHIND TOO MUCH
lol yes i can confirm minion AI is too dumb to be realistically effective. you can have as much gear as you want but they are still too dumb to complete this map

im not very sure why they spend energy adding raise spec and not first fix critical issues with minions
`Spent 2 mirrors on my build, but I'm only Level 98.` LOL
`From just quick sweep of your characters, toxic rain, golems .. sure, non meta... sure.` LOL
`What are divs?`
Going to have to agree that I am very disappointed in bricking this encounter.

I never stopped, I never kited. I literally just went forward and killed.

Rolling slam is too slow and the mobs did not give enough time on the timer. So I basically just bled out time even though there was no problem with killing the trash. More density or more time for killing the trash would be fine, especially since collecting these end game encounter items can take some time. I also agree with OP, if the game is supposed to be slower, the encounter design should match.

Truth be told, id never play rolling slam again due to how sluggish it is compared to other builds. If I died to the boss and lost the encounter, no problem. But not this.

I had a similar problem with arbiter, just getting lucky on some of the "dont stand in kill zone" phases because my character (even with 35% movement boots) cannot get to where he needed to go fast enough.

Last boss in sanctum was the same thing, the slow time phase with poorly placed nodes can kill a run if you dont get lucky on your shrines. Slow charm didnt work either if i recall correctly.

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