The title says it all. The fight is still really bad, too many mecanics not related to fighting lilith. Too many invulnerability phases (invulnerability pahses just sucks in this game anyway). Too many unclear hit boxes.
Bosses in D4 in general are just boring. You spend 95% of your time actually fightning boring invulnerability phases because the balance is awfulm but Lilith is the worst. If you don’t know how to balance thigs, just remove invulnerability phases, the balance will still be really bad but at least we wouldnt be stuck forever fighting nothing.
She’s like the best designed boss along with the huge portal puppy. Clearly visible stuff to dodge, pretty clean hitboxes, obiectives to take care of. Sounds like you just want to remove the gameplay from the game you play. Just have a walking chest to click that spawns a chest to click.
What would you prefer? If you remove the invulnerable phases, the boss mechanics become irrelevant as builds will simply 1 shot them. This is one of the few instances of gameplay where it doesn’t just boil down to a stat check. That feels like a good thing to me.
I don’t disagree this would be ideal, but I just don’t see how this would work in this type of game. Do you have any ideas? From my perspective, builds go from doing thousands of damage to billions of damage quite quickly. How do you balance HP of a boss to make it long enough in duration for a character doing billions of damage while still allowing the character doing significantly less a chance to compete as well? One mechanism is immunity phases to avoid 1 shots. If Lilith was changed so she had significantly more health (like trillions of health), would the actual fight really be that different compared to just using the invulnerable phase? I’m not sure to be honest. I guess I just don’t think there is much “skill” to the actual gameplay for isometric ARPGs. This game is all cerebral in making a build. The gameplay itself is always pretty straight forward at the end of the day. I think this genre just limits what is feasible because of the way builds scale. If you remove build scaling or greatly simplify it, it removes a core part of the gameplay loop. If you don’t change how builds scale, you can’t really balance the game. This is also why world bosses are absolutely trivial too.
I dont understand d why people are so against being able to 1 or 2 hit bosses. I stopped playing a season in as this was one of the final things to give up early on the season.
You all realize this was possible in D2 maybe not a one hit but charge strike zon and pretty much 1 shot most bosses.
Its not the players, its the devs. They need you to stay “clicking” so they can justify to the stakeholders that the game is still worthy of being invested in.
I am not against 1 or 2 hit bosses but FORCING phases is as dumb as when they made 5 paragon board limits that included the starter.
There is no mystery here. It is boring. It is that simple. If you reduce the gameplay experience of a boss to being equivalent to a trash mob, it becomes kind of pointless to even do them. The invulnerability phase is the only thing forcing the player to actually interact with gameplay mechanics.
I know nobody wants to hear this because its been said before, But Poe 2 Bosses are extremely awesome !! They move all over the place, they use different attack, and they will kill you if u are too low level and don’t know the fight. A lot of people complain they are too hard, but U simply cant face tank most of them. If u move and attack you can whittle them down and win.
Then you nerf those specific builds or introduce a modifier system so people and beef up a boss at their own leisure.
Or you say screw it, it’s a Diablo game and it’s end game content. Let people blast if they want to. It doesn’t ‘hurt’ anybody but themselves and the people in their party.