until round 6, when all dead eyes will spawn with increased speed, use their spotting attack, and then instantly transition to the actual boss in the middle of the turn with no chance to kill them. Nobody ever misses a necessary attack or rolls too low on their low-damage AOE attacks, or if they do then they luck out with a dodge token protecting them. Say you came in with a perfectly positioned team, all geared for constant AOE clear and you keep killing all 4 (or 3 with the last targeting your tank, who has no damage output because MAA was protecting someone). And there are 4 of them doing this until round 6. And outside of that, you have to instantly kill the enemy before it takes its turn if you want to cancel the targeting token. Since Taunt can not force invalid targeting, this means that only protection stances or manual movement can intercept the "hit". The eyeballs respawn with an attack that seemingly ignores Blind but not Dodge, always targeting the mirrored position to apply a token for the actual boss to target. Right from the beginning, this is a badly designed boss since it has up to 6 rounds of infinitely respawning and upgrading fodder enemies wasting your time to soften your team up for the actual fight regardless of any other mechanics in play, that's just tedious, boring, and not fun. Spoilers for the Obsession boss, I suppose.
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