Doryani boss floating slam needs reduced radius

I'm in the fight with Doryani and without movement speed buffs I cant seem to not get one shot by the slam. (the one where the body floats and has a light yellow radius on the map) I feel like the radius needs to be reduced slightly so that slower characters aren't softlocked until they get lucky and hit it pixel perfect or are forced to buy MS boots. alternatively you could have it not follow you. Its incredibly frustrating to not be able to progress simply because I cant escape the radius.
Last bumped on Jan 27, 2025, 2:28:14 PM
I also on this doryani, but I can't figure how the beam pattern is, and it's one shot :D
I feel like the radius is implemented this way because they want you to recognize that you need movement speed and tweak your build so you can beat the fight. Same thing with the Geonor slam (though to a smaller extent) and the Jamanra AoEs. I don't think that's a bad thing.

Also, movement speed takes precedence on boots anyway. It's a defensive layer that's at least as important as resistance capping, not to mention the utility for traversing some of these ridiculously large maps.
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I feel like the radius is implemented this way because they want you to recognize that you need movement speed and tweak your build so you can beat the fight. Same thing with the Geonor slam (though to a smaller extent) and the Jamanra AoEs. I don't think that's a bad thing.

Also, movement speed takes precedence on boots anyway. It's a defensive layer that's at least as important as resistance capping, not to mention the utility for traversing some of these ridiculously large maps.


And I would call this good design if there were anyway to get those things in a deterministic way but when everything including "crafting" is just random on top of random it just feels bad.

Now for this slam attack, even without movespeed you can avoid damage from it. If you run as far towards the edge of the AoE as you can and dodge roll at the time the slam hits the ground. The timing is very tight but that's how I beat him with 0% movespeed.
How was I supposed to know it was that stone that held the dragons at bay... I mean it just stood there looking dull anyway
hate to be that guy but with 0 ms you can avoid the slam, and it probably should not be one shotting you, check your defenses.
Step 1 is to self reflect.
I am on a Merc with 2.4k Life, 46% Armour and 53% Evasion, 25% Movement Speed on Boots and I am not fast enough to run out and then it oneshots me. GG thanks
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I am on a Merc with 2.4k Life, 46% Armour and 53% Evasion, 25% Movement Speed on Boots and I am not fast enough to run out and then it oneshots me. GG thanks

25% move speed lol, i was able to avoid this mechanic easily with only 10% move speed on boots, you have to roll out as soon as the circle stops moving. if you roll too early he will keep moving towards you and you will get hit
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Nycgx#7306 wrote:
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I am on a Merc with 2.4k Life, 46% Armour and 53% Evasion, 25% Movement Speed on Boots and I am not fast enough to run out and then it oneshots me. GG thanks

25% move speed lol, i was able to avoid this mechanic easily with only 10% move speed on boots, you have to roll out as soon as the circle stops moving. if you roll too early he will keep moving towards you and you will get hit


I's not deterministic. Time varies a litte as well as network lag adds to it. You may thingk youdodged it and it stil hits. The ee is no lockstep mechanics here,if you late on server's side, you late.

One of reason why these mechanics suck compared to PoE1. In PoE1 you never culd be out of sync.In PoE2clinet lags and stutter on these as for some reason it starts to load somthing right before use.
This is the most frustrating fight in the game, can't farm the fragments needed to fight the pinnacle boss.

I had problems with him during the campaign, and even in the endgame with a fully decked out energy shield, resistance capped character I can't avoid his one shot slam, it's too large of a radius and too high damage.

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