Minamber wrote:I'm playing on normal and I can't seem to kill Deceit either. I can get him down to 200 hp or so (down from 900+) but then he gets one of his double turns and casts cleanse twice, undoing all my work.
I'm playing a hunter/druid duo, and my strategy is to keep my main damage dealers buffed with haste + rally and keep him debuffed as much as possible, then set up big hits like my hunter hide in shadows + take aim + critical hit.
I already made Jack change the delay on Cleanse to 8. You should not be seeing a double Cleanse. Make sure you're on 0.9.7. He can still Paralyze then Cleanse, but that's different.
- the boss has got pretty much infinite sp thanks to his sp drain and the fact you can't sp drain him (I hate arbitrary boss immunities btw, why exactly doesn't sp drain work on bosses?), and thanks to cleanse, infinite hp as a result, meaning it's impossible to win a fight of endurance. The problem is, unless you've set up your party to be offence-focused, you also don't have enough dps potential to take him down faster than he can heal himself.
I have the same complaint about arbitrary immunities.
- the boss isn't dangerous enough. That seems a weird thing to say considering I just said I couldn't beat him, but so far I've only had 2 deaths in my 5 fights against him, and I lost only because I ran out of sp/consumables while he was still going on with his infinite healing thing.
In my opinion, the fight is a bit boring because Deceit's his offensive spells seem much weaker than his defensive ones. IIRC he's got chain lightning which does 75 damage to everyone, Death something that does 150 + poison to 1 guy, and mass paralysis that does almost no damage. The problem is that all of those are more nuisances that can easily be managed just with a few consumables than genuine threats to my group's lives who all have 300+ hp.
Actually, this is true on nm even. Otoh, I find Jul far more dangerous but less status crippling. I suppose its just boss flavor.
That goes for the rest of the game too, at least on normal. My group was never in any danger of being wiped out (except by Deceit if I hadn't given up before he could get around to it I guess), but pretty much every 6 vs 6 fight was a long slog, especially once you've killed 1 or 2 enemies, since you've pretty much won at this point, but you still have the other 4 enemies to mop up.
I know you can't exactly change the game at this point, but for the next one you should really make enemies more dangerous but less resilient.
Strongly agree here. That was my biggest frustration in the other thread. Fights are generally long but not super threatening except for the occasional boss fight. I've really only struggled on Mormont, Yeldin, Riley's Golem, and Deceit/Jul. (I'm on nightmare). I think it's too late at this point to change it and retest everything given the sheer number of fights and tiny testing team, but I recommend improving on this in future games.
I kind of wish the SP drain/reduction skills were more useful. I don't take them because of the boss restriction, which is typically the only time I want to trade damage for SP drain.
It sounds like you aren't on 0.9.7. I'd suggest trying again on normal and see how the Cleanse delay changes things. If cleanse still has no delay then maybe there's a bug on lower difficulties.