This is about an encounter in Act 4, early in Arx.
Just outside of one of the city gates is a group of Paladins cornered by a group of Voidwoken. When you get close enough, you will be forced into a huge brawl.
Whoever reworked this fight, did you actually play through it completely?
1) If you approach this encounter normally, the boss Voidwoken and possibly a couple others will target you as soon as you join combat. I don't know about lower difficulties, but on Tactician with their insane damage output they can easily kill one or more party members before you even get a chance to do anything. While playing on Tactician is my choice, the fact that these enemies instantly turn to target you even though their original targets are still right there in front of them, is cheesy enough. Having one or more party members instantly killed before you ever get a chance to do anything is just unnecessarily lame. Granted, this behavior is in the classic edition too. I know many people have no problem with having their tank go first to tank the initial attacks, but don't you think having to rely on metaknowledge and doing this kind of thing is lame? My point is, as you join combat, you are placed at the end of the round. So AT LEAST give the party a break until the next round. What's so wrong with that?
2) During this fight, when you kill one Voidwoken, one or two more will show up. The first problem here is the fact that they get to take their turn IMMEDIATELY. With their damage output at this point in the game, they can easily finish off a couple of your party members who are not beefy enough. But the more frustrating problem is that, as they show up like this, they INTERRUPT your turn (after you get the kill) and PUSHED YOU BACK to the next turn. OR, the game sometimes would skip the turn of the party member who is supposed to go next, entirely.
- Combat order is: Beast - Lohse - Ifan - end round.
- Lohse kills a Voidwoken and ends her turn at the same time.
- Now it should be Ifan's turn. But no, as a new Voidwoken shows up, it gets to go immediately, and SKIPS Ifan's turn entirely. Unless it kills him outright of course.
- If I don't protect Ifan during Beast's turn, the Voidwoken will kill him when it shows up. If I do protect him, it *may* skip Ifan's turn entirely. This doesn't always happen, but it can.
In some of my retries, sometimes new enemies would show up randomly during my turn, and cut my turn short. I would have to reload and wait for them to show up and do their things FIRST, before properly taking my turn.
3) The weird lighting. After some time, the ENTIRETY of this area has blood-red lighting, making it really hard to make out anything. Is it intended or not?
I have no trouble WINNING this fight, even in my first time going through it, with all the nasty "surprises" and even making a bunch of mistakes too. Had to use 6 or 7 rez scrolls, but I did manage to beat it. THE THING IS, it FEELS incredibly cheap and is unnecessarily frustrating. Other players might say you could cheese it like this or like that and avoid all that problem. You're telling me I HAVE to cheese it just because this fight is not meant to be done LEGITLY without having to deal with all the frustration? If this "new enemies showing up taking turn instantly and finishing off party members" idea was seriously intended, your idea of fun is just twisted.
Sometimes I ask myself, WHAT THE HELL happened to the quality assurance of this game? How much time did you guys actually spend playing your own game after implementing all of your stuff?
Last edited by Try2Handing; 28/09/18 07:55 PM.