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(Denial is represented by shackles on the mind)
Thanks, Yeah it was a miserable fight. Just watched my team die slowly as those chain things neutralized all their fighting, buffing and healing powers leaving them impotent, just getting chopped away at, helpless, until they died one by one. It was ridiculous and miserable.
I just went through those two areas again thinking maybe the problem was I bailed on fighting the lair boss last time. This second time I killed the boss, but yeah the same situation; I'm forced to go into that mountain. If I lose that fight again (which I'm sure I will), I have to start over from the very first fight in the beginning in the autumn road with the leaves.
I think maybe I'm done with this game.
Each round, one of four ability types will be locked: melee, ranged, healing, or stress.
Each ability lock corresponds to one of the locks, meaning if you destroy that particular lock it will no longer restrict those abilities. Taking out the healing lock and whichever one locks your primary method of dealing damage (melee/ranged) as soon as you can makes the fight flow much smoother
Similar thing is in DD1, so...
EDIT: the pattern I see with frustrated players complaining about difficulty or grind is because they repeat the first confession a lot, and do not get to see the other regions, or the power of the Bounty Hunter. Once you reach Act 2 you will more likely understand why people enjoy it so much. You have more regions to search for hero shrines and gain loot before the final encounter. And then you get party wiped at the boss but by then you got a better grasp of how to learn from failure.
Tip for Denial: play aggressively the first couple rounds, lick your wounds only after you've downed at least one lock.
Alsoon Denial, each of the 4 different locks does a different skill "lock" = one locks healing, one locks stress heals, one locks melee attacks, one locks ranged attacks- take out the one most important to you first if you can e.g. if your group is reliant on melee attacks, concentrate on destroy the lock that is going to prevent melee attacks
Considering it is the absolute last fight of the run, the stress lock (Unless you have too many meltdowns ripping your health to shreds) is pretty much always going to be your last target, as relationships don't carry over to your next run even with the same party members.