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In DD1 I could stockpile a lot of move resist trinkets while running with a party that can buff each other with move resist. In DD2? It's a matter of luck if I get the trinkets to reliably prevent Undertow from taking place or inn items that provide the required buffs, since higher move resist party members by themselves will still be coin flips (bad ones, too, considering the highest it goes by default is 30%). Not to mention the possibility of lucking into really bad quirks or diseases and not being able to go to a field hospital.
If the roll fails and one of them gets pulled under, then there's not much I can do from there except go down the world's worst flowchart to try and deal with the boss.
Librarian can be beat using a burst build as well... just let him burn 1 or 2 of the stacks and burn him down.... Same goes for Leviathan. In fact, a burst build works eespecially well on leviathan as you can simply nuke the hand within a turn... without it; leviathan is pretty much impotent as a boss....
Dreaming general becomes trivial if you have stuff that can hit the back row... if you can't then it becomes a damage race but still doable...
Harvest Baby is by far the most mechanically complex boss...
However... unless you REALLY don't understand how to build a party; MOST party compositions have the synergy to deal with any of these bosses. It's just a matter of picking the right skills for the right encounter. So unless you make a party like Flag, MaA, Hel, Lep or Vest, PD, Jest, Occ you SHOULD be able to beat any of these bosses (having said that; some parties OBVIOUSLY work better against specific bosses)
1) The fact that the game is a rogue-like while many of the bosses work similarly to how they did in DD1 is exactly the problem with DD2's bosses.
2) The point of my section on the Leviathan is that I believe a "burst build" should not be the answer to any problem proposed by an RPG. In the same way that I think a standard RPG boss is poorly designed if you need to grind levels in order to surpass a beef gate, I also think DD2's bosses are poorly designed if the necessary strategy to defeat them is to build teams with burst damage.
3) I have played this game for over thirty hours. I am perfectly capable of building teams that deal with nearly every threat in the game except for the lair bosses themselves. My most recent run with the Leviathan had me near-flawlessly dealing with the lair's enemies before being stonewalled by Leviathan himself because the only way to take care of the boss is through burst damage. And again, I think that's an incredibly boring answer to a potentially interesting problem.
That's a fair point but I think there are some problems with that:
1) If I want to 100% the game and fill out the collection, I'll need to defeat each boss multiple times (bosses have multiple variants of the same trophies). This is not the biggest issue since some people don't like to 100% games, but I think it's important to point out that for completionists, it isn't a one-and-done deal. One of the achievements even requires defeating three lair bosses in one run.
2) You're not always going to be given the region with the boss you would prefer to fight. As I said, I prefer Dreaming General over the other bosses, and in my last run the Tangle never showed up. Tough luck, I guess.
3) Personally, I don't think that your advice to just avoid some of the bosses entirely reflects well on the game. I'm not arguing that preferring one boss over another makes a rogue-like bad, but if the majority of the lair bosses are just flatly unfair without specific, esoteric team compositions, then I think the game is unbalanced.
Likewise, you cannot go through the game only being offered a single location, so if you simply can't figure out how to handle one specific boss with your composition for whatever reason, this game is generous enough to let you dodge it indefinitely. If truly nobody in your party can put up solid move resist, and you cannot handle the fight without it, you have the choice to never fight the Leviathan in a run and complete the run never experiencing any consequences for this.
In a lot of ways this game is pretty kind, in the sense that if other games in the genre gave you this level of near-godlike control and consistency it'd make their difficulty trivial. It very much expects you to use this and plan with it in mind. Giving people the ability to make as many active decisions as this game does without trivializing the difficulty means actually testing those decision-making capabilities, and that means sometimes the answer is not to go into your last region facing down a boss you've been handicapping yourself against with every previous choice.
But I guess I should have expected the skill issue complaint, it is the steam forums after all.
I'm not even talking bosses here. Not being able to damage the backline is a huge issue for a wide variety of normal encounters already.
Yeah because a burst build (which usually only can hit position 1+2) will deffo help you on bosses like Harvest Baby or The Eye Boss or any other boss that has the ability to put itself back into position 3 and/or 4....
Burst builds are a viable tactic that come with their own drawback....
as for 3) Apparently you don't.... this isn't meant to insult you or anything but I've seen plenty of people who deal with those bosses without breaking a sweat (and I envy them) and most bosses don't really pose a problem for me either (with slight sweatage though; but that's what you get for having your progres reset with the 1.0 release due to gamefile corruption)
I'm not going to contest some of these points but I think you overestimate the simplicity of "hitting the back rows consistently and powerfully." For the librarian specifically, his propensity to inflict Blind on your party while giving himself dodge tokens often means wasting precious moves (usually moves from your ranged damage dealer, annoyingly) in order to deal with one or more of these problems.
I will say that I don't agree that the entire game tests your ability to hit the backline, though. Arguably the cultist fights do this, but I rarely find myself incapable of dealing with them through either knockback or pull. Call it a fault in my own playstyle, but I often found ranged damage to be lacking and would find better results using skills such as Occultist's Daemon's Pull to mark targets and cut them down with Leper, Dismas's Point Blank Shot, or the myriad of other good melee skills the game provides you.
I've gone through many runs at this point where my strategy has worked perfectly on normal enemies but is suddenly rendered moot against a boss. To me, it would be akin to playing an FPS and being given a rifle and a shotgun. The shotgun kills most enemies very easily, but then suddenly a boss appears that is completely immune to the shotgun. Even after killing the boss the shotgun continues to work well on all other enemies. It is only during boss fights where I am asked to use the rifle instead. I consider that a problem with the game design.
I have only ever suffered from my choice of playstyle during boss encounters, though I should also clarify that I do not ignore the backline in my party composition. I'm not insane, lol. I utilize backline DoT attacks and pull attacks to help get certain enemies out of position (thanks Occultist) and again, aside from bosses, I have not encountered any roadblocks in standard combat using this strategy. I consider that a problem when the bosses heavily punish me for not learning a lesson it failed to properly teach, and when the boss is done, the lesson is only truly applicable for other bosses.
I have to admit this is funny considering I seem to be getting conflicting messages from the people in this thread. You're telling me my issue is I don't have enough people focusing the frontline, others say I'm not doing enough damage to the backline.
Also I'm not really sure what your point was about 3? Nothing you said contradicted what I said. I can deal with basically everything except the bosses. I suppose you're trying to say I'm in the minority here but I've been looking through the discussion threads and I don't think I'm alone in my assessment. Maybe it's easy for you, but not everyone has that experience. I'm focusing more on the problems I have with the design of these encounters, I'm not saying they're literally unbeatable. I actually did just beat Leviathan using one of those overly-niche tactics I was complaining about (Sergeant Man-at-Arms having 100% Move Resist and thus being the only class immune to Undertow). The complaint stands.
I think librarian is the easiest lair boss. I have objective reasons for it: He deals low damage, he has low health and he actually does not require any specific gimmick to be defeated reliably. I will go into detail now:
1) Low health
He has very low health, you can compare lair boss statistics on the wiki if you want. He also acts 3 times a round (+ free actions), this is the max I've seen. This means he is extremely vulnerable to dots. This also usually means his battle is pretty short (whether you use dots or direct damage) which leaves the boss little room to punish mistakes and get in consecutive crits. Yes, he stacks dodge tokens (and blind tokens), I'll get back to this later.
2) Low damage
Most of his actions do not deal damage at all and those that do, deal very little, especially the killer move "burning bright" (again, you can check the wiki). They tend to apply a minor dot, it gets problematic if he stacks it up on your team, but not before. This means you can negate most of his damage with burn resist. PD buff does help, but not needed... Resist trinkets give 20-66% resist based on their rarity and type (unlocked from the start). There are also resist combat items that give 66% resist for 3 turns (and conditional stress relief) and these are common. Even with the crappiest trinket you can get 86% extra resist reliably (all heroes have at least 10% resist normally so it's a base of 96%). This will allow your team to tank the burning bright spam for a few turns, giving you plenty of time to kill the boss. Inn items also give a (stacking) 25% resist.
3) No gimmicks required
You do not need to attack him in rank 4 at all. Dots are so powerful against him that even if you only start attacking him in the front ranks and even if you gamble and miss ~40-50% your attacks (more is nearly impossible, I'll get back to this later), they will kill him decently fast (gambling is a bit risky tho). Or you can use the resist method and tank him once he is in the front (he won't stack dodge tokens or blind tokens once he is there), you will have plenty of time to kill him. I personally never tried a burst damage method, but others told me it is possible. Since I managed to deal damage with chop+ crits that is comparable to the librarian's max health, I tend to agree, but I have no actual experience. If you find all this hard to believe, well, there is still an other way to beat him without attacking rank 4. He can't be moved, but book piles can be, push books behind him (with purge/rampart) and you can start attacking round 1, you can use this method to extend the "safe" phase. As for dodge/blind tokens, you do not need to bring anti dodge attacks (they tend to be bad anyway, although tracking shot+ is great here), you can use combat items to clear dodge and blind tokens before your actual attack. He tends to get 1 dodge token a round anyway (sometimes 2), which is easily cleared with any attack and will limit the number of times you can miss (blind is a bit more problematic, but does not change things much).
Leviathan:
MaA is not the only class with high move resist, leper has high base resist and gets a bonus from tempest path (not as much as MaA tho). Anchoring charms can give up to 50% mresist. Ceremonial drum (inn item) gives 40% resist. You could put a deadeye (resist penalty) graverobber in front with 2 drum buffs and have a good chance to resist undertow. Burst damage is a viable alternative. So what I'm saying the game has wonderful variety, you just need to be a bit more creative!