Faridun Prince made me relize just how bad your game is

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FruitLord#0833 a écrit :
The game is full of poor designs.

I disagree. The game is full of fantastic designs. Most of the complaints I see are training needs, because the solutions for the reported problems already exist. People just don't know about them.

^ talking about skill design. Performance is a separate topic.

I don't think a boss where as a melee you can just eat instant oneshots with little to no telegraph or windup, both from proximity and coming from off-screen, is fantastic design.
My early access feedback (0.1): https://www.pathofexile.com/forum/view-thread/3639607

My Witch early access feedback (0.1): https://www.pathofexile.com/forum/view-thread/3632153

My 0.3 https://www.pathofexile.com/forum/view-thread/3850769
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Morghus#4174 a écrit :

I don't think a boss where as a melee you can just eat instant oneshots with little to no telegraph or windup, both from proximity and coming from off-screen, is fantastic design.

Don't let him be off screen. If you're close to him, it's much easier to dodge the big slashes. You can step to the side, or dodge roll behind him.
Evasion-only melee character that can kill Ubers with cheap gear (SSF Rise of the Abyssal), no armor, no energy shield, 62k eHP:
https://poe.ninja/poe2/pob/119e9
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FruitLord#0833 a écrit :
Every thread is you asking for people to post their build. Waste of their time, you might as well just say "skill issue" since that is what you are really trying to say.

The game is full of poor designs. That's the point of all this feedback.


Someone gives feedback that the game is too challenging and/or punishing as melee.

Someone else has the opposite experience and asks the person to provide additional context as to what build their playing and what type of gear their using.

How is this an unreasonable reply?

What a terrible attitude to have.
You just want to cry about the game being hard and have everyone agree with you, and if they dont then their just elitist and the game is poorly designed. 10/10 logic.
The game as a whole isn't bad. That said, you are totally correct that melee gets dumpstered early and late depending on what you are doing, and you are also totally correct that Faridun man is an anti-melee wall for plenty of melee class builds for no valid reason, to the point you would need an alt and a bunch of tweaks to farm up the stuff to get past it.

The basic issue is this - ranged classes have insane dps, and the utility, and the mobility, and easy minions, and easy access to energy shield without it feeling like a sacrifice or specialization, and lots of tools to enhance these things easily in their gem cuts early, and ascendancy options out the box.

Melee, if anything, should be the ones with insane DPS at least, because they have to risk way more to deal it. You have to understand far more enemy patterns and attacks, respect way more things, and waste more time evading. There are a lot of times the risk vs reward of melee is not rewarded. Hell, make a special dodge roll basic attack variant for all martial weapons so at least they can get some value from evading.

What goes over ranged player's heads is that Faridun man has gold tier physical resist, then also silver tier fire and lightning resist. His only weakness is ice. While of course there are ice melee builds, mace, quarterstaff, and spear all lean on lightning and fire far more often, especially early. Only the just now added Wolf has dedicated ice melee, and doing ice melee monk is a very specific build that plenty of monks don't want to do compared to other options. Mace is by default fire, only a player with experience and a plan is trying to part from that by act II. Lightning spear is bread and butter for spear in general, and bleed build is dedicated physical lol.

Therefore, Faridun craps on a huge majority of popular and obvious choices for all melee builds in the game, with a major HP and damage power spike unrelated to the mobs fought the entire act so far, while having excessive defenses against all their dps. The attack patterns are big enough to threaten all melee ranges but ranged characters can kite easily.

It is definitely a design blunder, they should rework the boss to be more evenly challenged with plenty of the recommended and intended starting builds for classes. It's going to be a meme on the 1.0 release when a flood of new players come in and get dunked on for following the obvious intended slant their skill gems limit them to early. It's ironic that melee has to theorycraft a specific counter or build change for Faridun after already needing to spend more time learning the game - but it does make you a better player.

I sympathize with your frustration OP, and it's spot on regarding the content in question - but it doesn't represent the whole game or make the whole thing bad. Just have a friend with ice damage come carry you in 15 seconds past it and remember how cringe that wrinkle in the progression design is next time so you can prepare accordingly.

It isn't a problem with just this boss. All bosses are either a joke or they have poorly telegraphed one-shots. And/or many one-shots. If a boss relies on one-shots to be challenging then it is poor design.

Instead of fixing defenses and regen on players, they just add more bosses with one-shots.
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tolandruth#6287 a écrit :
The game as a whole isn't bad. That said, you are totally correct that melee gets dumpstered early and late depending on what you are doing, and you are also totally correct that Faridun man is an anti-melee wall for plenty of melee class builds for no valid reason, to the point you would need an alt and a bunch of tweaks to farm up the stuff to get past it.

The basic issue is this - ranged classes have insane dps, and the utility, and the mobility, and easy minions, and easy access to energy shield without it feeling like a sacrifice or specialization, and lots of tools to enhance these things easily in their gem cuts early, and ascendancy options out the box.

Melee, if anything, should be the ones with insane DPS at least, because they have to risk way more to deal it. You have to understand far more enemy patterns and attacks, respect way more things, and waste more time evading. There are a lot of times the risk vs reward of melee is not rewarded. Hell, make a special dodge roll basic attack variant for all martial weapons so at least they can get some value from evading.

What goes over ranged player's heads is that Faridun man has gold tier physical resist, then also silver tier fire and lightning resist. His only weakness is ice. While of course there are ice melee builds, mace, quarterstaff, and spear all lean on lightning and fire far more often, especially early. Only the just now added Wolf has dedicated ice melee, and doing ice melee monk is a very specific build that plenty of monks don't want to do compared to other options. Mace is by default fire, only a player with experience and a plan is trying to part from that by act II. Lightning spear is bread and butter for spear in general, and bleed build is dedicated physical lol.

Therefore, Faridun craps on a huge majority of popular and obvious choices for all melee builds in the game, with a major HP and damage power spike unrelated to the mobs fought the entire act so far, while having excessive defenses against all their dps. The attack patterns are big enough to threaten all melee ranges but ranged characters can kite easily.

It is definitely a design blunder, they should rework the boss to be more evenly challenged with plenty of the recommended and intended starting builds for classes. It's going to be a meme on the 1.0 release when a flood of new players come in and get dunked on for following the obvious intended slant their skill gems limit them to early. It's ironic that melee has to theorycraft a specific counter or build change for Faridun after already needing to spend more time learning the game - but it does make you a better player.

I sympathize with your frustration OP, and it's spot on regarding the content in question - but it doesn't represent the whole game or make the whole thing bad. Just have a friend with ice damage come carry you in 15 seconds past it and remember how cringe that wrinkle in the progression design is next time so you can prepare accordingly.




I dont see how this boss is any harder on melee then ranged.
Essentially all of his attacks have so long range that their gonna hit you anyway, so its easier to stay close to see what attack hes doing and also its easier to dodge when your closer. Ive done him both as melee and ranged and even when im fighting him on a ranged class im staying next to him so its easier to dodge.



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tolandruth#6287 a écrit :
What goes over ranged player's heads is that Faridun man has gold tier physical resist, then also silver tier fire and lightning resist. His only weakness is ice.



Where did you get this information from? Cause poo2db seam to disagree with you on what the boss stats are.
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FruitLord#0833 a écrit :
It isn't a problem with just this boss. All bosses are either a joke or they have poorly telegraphed one-shots. And/or many one-shots. If a boss relies on one-shots to be challenging then it is poor design.

Instead of fixing defenses and regen on players, they just add more bosses with one-shots.


First off there arent actually that many one shot mechanics, if you think there are then its a gear/build issue. But there are some one shot mechanics, as there should be.

Why are one shots poor design?
The boss has an attack that needs to be dodged, if you fail to do so you fail the boss fight, this is a skill check. Why is this poor design? You failing to do it isnt a logical argument for it being poor design.

Secondly, if you want to remove one shots then how is the boss fight supposed to be challenging? If the boss cant threaten to kill you then where is the challenge?
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Hyperspacing#5593 a écrit :



ITs cause I bet a good portion of the people complaining right now have bad builds and somehow want to blame the game. Im asking to see the builds so I can help or others can help.


Not even a bet. Its a guarantee.



Post your melee build OP
Mash the clean
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Mashgesture#2912 a écrit :
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Hyperspacing#5593 a écrit :



ITs cause I bet a good portion of the people complaining right now have bad builds and somehow want to blame the game. Im asking to see the builds so I can help or others can help.


Not even a bet. Its a guarantee.



Post your melee build OP


The lengths you will go to in order to discourage criticism is truly scary.
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Hyperspacing#5593 a écrit :
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FruitLord#0833 a écrit :
Every thread is you asking for people to post their build. Waste of their time, you might as well just say "skill issue" since that is what you are really trying to say.

The game is full of poor designs. That's the point of all this feedback.



ITs cause I bet a good portion of the people complaining right now have bad builds and somehow want to blame the game. Im asking to see the builds so I can help or others can help.



i dont have bad builds...

98 infernalist minions
96 blood mage Lspear bleed
91 druid wolf
96 infernalist minions.


but...

i hit already 92 in league, i made ++100 maps, trying to get 3rd abyssal book, and failed.

i went to Atziri.
when i saw it is 1 portal boss, i simply left the game section and deleted char with gear. i quit league because of bad mechanics, it is simply a waste of time to reach a boss for 1 try, and idk if i will have success or not.


game after 90, must change in terms of drops and content, am not playing a league, starting all over again to keep dropping blue normal orbs and regal shards.

did you complete your simulacrum solo T3 yet???.
Dernière édition par Kaiserblade42#2817, le 21 déc. 2025 à 01:18:54

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