Arbiter fight from +2 onwards

Since there's no general feedback except for the forums, here I am again.

Arbiter from +2 really needs a bit more time in between the fire phases for people to travel to the safe spots. I'm actively getting punished if I can't run fast enough or if I can't phase skip, this is pretty dumb.

The fire floor AoEs literally don't give you enough time to resolve it if you run too slow (and somehow they still have the cheek to say speed as boots implicit shouldn't be a thing), and the visuals are horrible if they spawn at the darker areas.

Not much hope of them actually reading this but got to put this out somewhere either way; there's a line between difficult and having to deal with situations not optimised for being speedy.
Last bumped on Feb 26, 2025, 12:40:46 PM
Yeah, it's a little annoying how the hardest mechanics in this fight are essentially just speed checks and reaction checks. The donut bombs and the fire corridors in phase 1 are what come to mind.

The donut + fire beam combo in phase 2 feels like a cheap shot until you've seen it once or twice, but you learn how to bait it and feel accomplished as a result. The fire corridors in phase 1, though, will still get you every now and then if you get a bad pattern.
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Since there's no general feedback except for the forums, here I am again.

Arbiter from +2 really needs a bit more time in between the fire phases for people to travel to the safe spots. I'm actively getting punished if I can't run fast enough or if I can't phase skip, this is pretty dumb.

The fire floor AoEs literally don't give you enough time to resolve it if you run too slow (and somehow they still have the cheek to say speed as boots implicit shouldn't be a thing), and the visuals are horrible if they spawn at the darker areas.

Not much hope of them actually reading this but got to put this out somewhere either way; there's a line between difficult and having to deal with situations not optimised for being speedy.



the worst thing is whenu have multiple bombs in ph1 but u cannot spot where they land = death
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Gwonam#5505 wrote:
Yeah, it's a little annoying how the hardest mechanics in this fight are essentially just speed checks and reaction checks. The donut bombs and the fire corridors in phase 1 are what come to mind.

The donut + fire beam combo in phase 2 feels like a cheap shot until you've seen it once or twice, but you learn how to bait it and feel accomplished as a result. The fire corridors in phase 1, though, will still get you every now and then if you get a bad pattern.


The "fire corridor" is the worst. Sometimes you are dodging a prior mechanic, then he starts this one and you don't have enough time to reach the first safe zone, no matter how fast you react. The really unclear visuals in the "charging phase" make it not fun to engage with as a challenge, it's basically a coin flip instead of a skill check.
Totally agree and I've given same feedback. Punished for not having tailwind and 35% movement speed on boots or running blink setup. Also poor visual clarity which makes me question the results from my eye doctor (everything is normal).
Please change the fight to eliminate the solar orbs that create the circles players have to stand in from spawning off the players screen...like this alone is just such a bad mechanic. Losing attempts to something you cannot even play against is an awful experience.

Trying now to lvl up the fight, I realize why so many comments and or suggestions are to

1. Cheese the fight to skip phases

2. One tap builds - see point 1 above

3. Respec to go full glass cannon - see point 1 above

4. Spec blink to hopefully salvage bad rng & instant kills

5. Regear/respec for Movement speed to have more allowance on instant kills

Just bad gameplay on a fight that in later stages is fun

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