This is an automated archive made by the Lemmit Bot.
The original was posted on /r/2007scape by /u/Saanbeux on 2025-07-27 22:38:20+00:00.
Disclaimer: I've been enjoying the new boss. It's as challenging as I expected it to be, and I wouldn't change any of the core mechanics. That said, there have been frustrating interactions that have been souring my experience. From most to least:
- Boss clickbox. The gaps in the shield causing yellow clicks mid-animation is infuriating. The shield phase extending his hitbox with particles doesn't help either.
- Attack delay on mage grub (I imagine its a bug). It completely kills your flow and adds a cheap hurdle to interrupting Doom's charge.
- Orb taking time to spawn. The initial delay to get protected is rough when you're juggling other attacks & have to ensure the orb lasts 5 slams. It's really telling that the recommended strat is to kill it before it orbs. Edit: like one user said, let it just spawn still for a tick or two. Though I am willing to chalk this one up to "skill issue"
- Grubs stacking near boss. This + the mage grub delay really sucks.
- Rock slam. Doom destroys every rock pretty consistently. Pay the 35HP rock tax.
- Very rarely, a regular attack will overlap with boulder flicks (forcing one to be tanked). Not sure why this happens.
- No cooldown on getting melee'd right after shield phase. Pay the 20HP tax for meleeing charge interruptions.
- Boulders still damage post-death (I imagine is also a bug or oversight)
- Shield attack interruption. The "grubs shield" phase interrupts your auto attack, but melee punish doesn't? There's an edge case D7+ where the boss's melee punish phase gets overriden by grubs shield phase. If you queued up a melee for the punish, it gets canceled (both attack and movement). This one in particular feels terrible when you're doing good DPS.
- Grubs consume ammo regardless of avas/quiver.
I didn't include back-to-back boulder/shield & orb pathing cause I see those as a case of getting used to it/skill issue (though later delves go a bit too crazy with the amount of overlapping attacks). The boss is still fresh, and some of these may be a case of us not discovering better ways to deal with it. But for the most part, these just.. feel bad.
Edit: Minor gripes, but not real issues:
- Boss simply disappears if it dies during racecar. OK, I guess?
- Acid splats don't damage, but don't dissipate either when it dies. Would be nice if it "drips down" to the next level to visually indicate that acid will persist but is not a threat on this level anymore.
- Clicking the hole while some attacks are still happening closes the interface.
gagec pleae