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Did it with a slayer, footman, handmaiden and a sienna unchained bot. Revives are in the same room so just revived anyone that went down as handmaiden, but was a pain and took a while.
Did it today with bounty hunter, huntsman krub, and pyro. Was quick and easy.
edit* The acts are all startable from the beginning, they aren't in an order. It's just act 1, or act a, not the first act. It could be act dog, cat, and lizard.
A group with a sienna, an elf and a bounty hunter is mostly going to completely clobber him, while a group thats mostly just good at doing damage to hordes n whatnot is going to get murdered.
Melee is mostly terrible because of the tiny window of attack and his knockback attack, but sometimes you might get lucky and he'll just randomly stay in one spot for an unusually long amount of time or teleport like, one meter and let you just wail on him.
Sometimes he has some kind of epileptic fit and teleports all over the place shooting acid at you over and over (I've had a couple of F U N runs against him where I've been caught in the open and with him hitting me not one, not two, but three whole times, with the acid slowdown barely even wearing off before he hit me with another).
The adds are just, my favorite part of the entire fight, in that they are terrible and go from being a minor nuisance to being a run killer.
The amount of adds that join in is seemingly random, sometimes theres just a small handful, sometimes theres a massive horde.
Sometimes its full of strong enemies and even specials like globadiers and all that, sometimes its just the lowliest of trash.
I've had runs fail and succeed with competent friends in an organized group, and randoms thrown together in quickmatch, and really, all I have to say is that it's basically down to a dice throw half of the time.
In fact most of the time we are like "nah", and quit and start a new game if quickmatch gives us the mission, he is just that cancerous and unpredictable.
He'd honestly be a bit more bearable if he didn't teleport around as often as he does.
I'm all for "hard" and "challenging" fights but they have too have some level of standardization and prediction for beating it through skill / practice. The game shouldn't just throw in a gear check DPS fight here and there, and that's exactly what it feels like on the higher difficulties Champ+ a gear check particularly for the ranged DPS. This would maybe make sense if the further boss fights required whatever level of damage and skill sets this boss takes but they don't.
I would really like some kind of easter egg to make this fight easier. I played with a group once where at the start things seemed to go down. So one of the Players used his brain and threw the stupid Grim away. Some seconds later the boss died although he nearly had full health. Everybody said they didn't do anything so it wasn't some kind of overpowered ability. I tried it again to check if it was a bug or something and it seems so. BUT I think it would make up for a cool idea. You can ease the fight if you are ready to actively throw away the Grim at him. Maybe not outright kill him - especially on legend - but maybe immobilize him for 10 seconds or take away 50 % of his health. So people could decide what is more important to them. Sticking to their unhealthy loot obsession and never gonna drop a grim or easing the fight to increase survival chances. Not sure if such an effect could be explained Lore wise.
Maybe make it the other way around. The more Grims you carry the stronger Halescourge is as they provide him with power. This way new groups would have an easier time as they most likely have not found the Grims in the map. And he would also get an in-game balance as he gets weaker the more he decimates the team.
He's difficult because half his attacks are unblockable, do DoT, have massive hitboxes, or a combo of the three.
Exactly.
Okay but for real though, I might be a wee bit ♥♥♥♥♥♥, but I actually enjoy this boss a lot, even on champ+ runs.
Its hard, but there are subtle patterns that you can pick up on that make it much straightforward, as well as figuring counters to mechanics. Like using the cover in the corner or the adds that spawn to block the acid clones, for example, and protecting anyone that gets caught by the fly swarms, etc. etc.
However, the biggest concern I've heard, and I completly agree with, is how he pretty much makes all melee characters feel quite useless, with the combination of the teleporting and that you gotta get close to the point you can't really react to the acid, but that's kind of in part of a greater problem the game has on a whole. (*Cough* ranged meta *Cough*)
The number one thing I'd propose, is that if he targets a person in melee range, he smacks them to send them flying away before he does his spell, just so the melee guy can then have a fair chance of dealing with the attack.
Your right he is in the Current Beta which is a Live beta this game is very much a retail beta and knowing Fatshark most of the "good" fixes wont come till later glad they sold alot so they can pay the coders to unbork the game
to be clear loved V1 love this game but I really realy wish FS would nail a release for once and not have a steaming pile of bugs and fix things with "Various Adjustment" patches like we all are gonna steal the Kraby pattie formula from them
And if they like how things are then release the mod tools so the community can make this the VT2 we all want
Step one, go in pairs. ranged nuker and melee focused career both one per side.
Go to the opposite corners of the room.
One deals with adds, the ranged nukes until out of ammo, in case of sienna that's never.
Win.
Running around the room is daft. I did it with Pyro Sienna and WW Keri in like a minute on Champ.
My last group was me (Bardin), zealot saltz, handmaiden elf, and unchained sienna...we rolled that level and just suicided. Sure, we could have done it, but why put in the effort when you can just reroll a different quickplay map.