Originally Posted by Tuco
I had a thread sometime ago describing (among other things) my experience of going through that boss fight for the first time:
https://forums.larian.com/ubbthreads.php?ubb=showflat&Main=100326&Number=808527#Post808527

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The final boss in particular (that I have to admit I liked in principle, despise not being exactly the most standard "D&D-like experience" out there) highlights how terrible the current reaction system can be, not to mention it makes the absence of ready actions more annoying than ever.
Before finally dispatching said boss for good I experienced several cases where an autoattack/reaction triggered when I was trying to lure the golem in a specific direction, usually with consequent outcomes that forced me to a reload.
It's also worth noting that one downside of "new shiny UI" introduced in Patch 7 is that it makes circling between ALL your characters, selecting the "Passive" submenu and disabling their Attacks of Opportunity even more cumbersome than before.
And it's not even a "one and done" thing, since there are moments during the same battle where you DO want to take these juicy AoO, while in others you definitely don't, so it's a constant "cycling and switching toggles" that becomes annoying fairly quickly and makes me chuckle a bit when I think about the people (a minority, admittedly) that in the past months said "they would hate a Solasta-like reaction system with quick case-by-case confirmations because it would slow down the combat".

In one of my attempts, I also experienced a fight where I won but I had my party wiped seconds later, since the game went back to real time and every companion had the SPLENDID idea to improvise a cheerful stroll in a pool of lava in an attempt to RUSH toward the character I had selected in the moment the boss died. I had to reload once again and remember to UNCHAIN the goddamn entire party as soon as the fight started, so "Thanks again, toilet chain" I guess?

The TL;DR is "I somewhat liked the gimmick even if it wasn't the most traditional D&D fight, but as it's often the case it was Larian's terrible controls and UI that made it slightly more miserable that it had any need to be.


EDIT - eh, I may as well quote directly the relevant part sparing to people the need to open another tab.

Oh hells, yes. I also had the party rush into the lava at the end of the fight at least once, and have had to reload more than once because it’s hard to see both your character and Grym at the same time, and therefore easy to miss when your ranged character is going to step just into the lava to get close enough to fire. I’ve not had any issues with toggling attacks of opportunity in this fight but that’s probably because I don’t even try to damage Grym conventionally and keep my characters far away. And the last two playthroughs I had Wyll and then a ranger MC who could use Hex and Hunter’s Mark respectively to attract Grym’s attention with 100% success at long range which made it really easy. But there were quite a few frustrating reloads in earlier runs to get me to that point, mainly due as you say to interface issues rather than not knowing what I was trying to do.


"You may call it 'nonsense' if you like, but I've heard nonsense, compared with which that would be as sensible as a dictionary!"