I completed many Master Temple of the Spider (mToS). The last boss seem very buggy in term of where boss wants to teleport. In many instances boss teleport right into the player that is cocoon and no matter how you try to target the cocoon, it won't work, this lead to a loss. We have tried to spread/move away from boss when she teleports, but when someone is cocooned she teleport again right on top of cocoon.
A good fix is to adjust boss teleportation where the only spot she can't teleport to is the cocoon.
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If you pay attention few or maybe none of the "completion" videos, especially the faster ones, feature the infamous double barrell at the first boss, which in very rare cases does not result in a wipe. If you can avoid this I havan't been able to figure out how.
The second boss is mostly fine although after the third round of demons most groups scramble around with way too many stacks and it's a race between your Scrolls of Life and the health bar of the boss. That's by design because not even the most potent groups will be able to kill all demons. I don't like that you can't master mechanics with skill only, but think this boss is indeed OK.
Last boss is a mess though. The devs had good ideas, and the first 50% of the fight is fine, but then it basically becomes a game of luck. The main reason as you've pointed out is the targetability of the cocoon. Even positioning yourself correctly, there's a chance too much stuff is happening at the same time or the boss blocks the cocoon, resulting in a wipe. One annoyance of the boss teleporting is that it can mess with intercepting the lines. I get you ideally run as close to the source as possible, but especially late in the fight where everything is happening at once you should not be at mery of a random teleport move that might heal the boss. It sucks.
I think disabling the teleport during the cocoons phase is a great idea to get rid of some of the randomness. The boss should also not teleport during blue lines.
Exceptionally bad having an unavoidable fail mechanic chance turning a 20 to 30 minute run into a 45 min to hr run if it happens multiple times.
Should be reduced in range that it can teleport towards wall to prevent rng chance dictating fails for not a failure of following mechanics but unavoidable fails.
Rangers have gotten a couple of reworks since mod 10 and both were COMPLETE failures, ignoring player input and only really workable after the mind-numbing, soul-sucking, utterly unreasonable grind to obtain a band of air, for instance. Requiring a win in MTOS for progression in the new campaign is extremely obnoxious and exclusionary.
Gating all progression though a single dungeon is an AWFUL idea. And this is not the first time. Just stop it. Cut it the frak out. Undo it. Never do it again.
This is a bad idea, badly executed.