But…PLEASE…give us some information on what is actually giving us stacks in Phase 2. I cannot understand how I go from 0 stacks to 3 stacks in 1 second. It does not make sense and I cannot find any information on what’s causing it. It seems like way too much RNG during platform collapses.
phase 1 is obviously the waves, which you seem to dodge nicely. In phase 2 its the void orbs that are following you. They can get you stacked pretty fast, due to the amount of orbs.
i mean you seem to know the fight, but just making sure that you use a good chunk of movement speed. I find it easiest to dodge them in a big circular pattern. you def want to be unstoppable for when she pulls you in, as this makes dodging the orbs a lot trickier.
Sounds like the orbs are giving you the stacks. I agree the game should tell you more but I went and looked up some youtube videos to get an understanding of the fight.
This game has so many visual problems. It’s no wonder players get frustrated. The Lilith fight is one of the worst I’ve ever seen in a game. It’s an embarrassing design failure. Everything is the same color because the devs think thematic visuals are more important than gameplay. It is very difficult to tell what is damaging you and what is adding stacks.
It’s not that the fight needs to be nerfed. It’s that players need to be able to tell where to stand and what to avoid. In some cases, it seems there is no safe place because the random placement of traps doesn’t create a safe zone. It’s game design 101, and these devs seem unable to grasp these simple concepts.
The orbs, and also when she smashed the ground after sucking you in… The blood blisters themselves dont give u stacks if you run through them, also the flame floor gives you a stack
In first life waves and exiting the circle give stacks. In second life spirits, firewaves and I believe cleaves (red line ability) or slams (red line ability or pulls) give stacks.
Boils exploding in first life might give stacks. If those are exploding you have a DPS problem. In that case, even if you could get through first life, you’d be destined to spend a long time in double firewave land at the end. That… would be fun.
Each spirit gives a stack so it’s possible to accumulate many of them quite quickly. Unless you’re bathing in firewaves. Don’t do that. Fire is hot.
Those just slow and do DoT damage. Ideally you stand near them if getting single-casted puddles (shortly after the initial 4 are placed, during/just after fake destructions, after pulls, periodically in between transitions when taking long to phase the boss…). If a puddle is placed close enough to an existing puddle they’ll merge.
Yeah, visual clarity is an issue. Not that it’s unique to Lilith. Virtually everything is predictable because it all unfolds nearly the same way every time though (ignoring stagger shenanigans… which is also predictable if you understand the boss well and see it enough). The boss isn’t well designed for a number of reasons. RNG isn’t one of them.
Visual clarity is really an issue…
Lost count of how many times I died and no idea why… probably a ground effect that I had no way to see…
Yesterday I died when fighting the helltide boss… because so many visual effects going on, I had no idea what was going on or where I, the boss or my minions were lol… fire snake from another player, holy bolt, the boss attacks, and many other things going on.
To add to the fun, the fight can seem glitchy too. If you stagger Lilith or get her down to close to 0 health at the “wrong” time, weird things happen. In some cases, it interrupts her animation, and when she revives, the fight is at the wrong part.
I believe ARPGs with top down, fixed camera, are usually very fun and addictive, but also extremely limited in terms of skillful gameplay, so it’s hard to make epic boss battles with different mechanics work that well.
These games are extremely equipment based, unlike games with a fully 3d gameplay, that allow more flexibility, even making it possible to beat the game without being hit.
That being said, there could be more visuals clues in this battle, that’s for sure, but I feel like endgame is like a bloody mess of huge numbers popping out, fortifying stacks glitching, every single enemy exploding themselves, loot scattered everywhere, visual effects and me spamming potions while hoping for the best Most of the time I don’t even know what is happening. This mess is kinda fun in a weird way, though.
The fact they have updated it many times and even now left everything red and black made me laugh.
I don’t bother with her anymore though. I can tell it’s more predictable/easier, and if I just watched a video/actually learned the orb spirits whatever part of pillar phase that I was used to skipping I could kill her actually doing all the mechanics for once.
I don’t get the insistence that outgearing it is unacceptable. That’s not an ARPG norm. I’m fine with the stacks as it doesn’t affect my builds, but they don’t allow for any true tank builds to exist to do this kind of content.
Jul’ra 100 in LE was enjoyable and challenging when I was under geared and attempting her to get my first kill. Her mechanics are very well telegraphed and require correct positioning/fairly quick reaction time, and aren’t the same color as the environment. There’s also incentive to run her more than once and learn the fight besides a seasonal secret title!