Index/Systems
Buildcraft systems

Encounters

Encounter factors and the loadout demands they create.

INFO
FACTORS
ANALYSIS
#
Activity
Encounter
Strats
#
Gating
#
Depth
#
Fun
#
Consistency
#
Description
Score
Tier
51
Desert Perpetual - Epic
Agraios
2-3 fast dunk, force align, minotaur delay, chronon carryover
3
doesn't feel nearly as slow-paced as normal
4
entire team can be involved in different roles based on chronon spread
4
everyone is moving and talking for most of the encounter
4
very few unexpected outcomes besides minotaurs misbehaving
4
the GOAT?
19
S
25
Vow of the Disciple
Exhibition
early 2nd/3rd, early relic trading, skips to 4th
4
not really waiting on anything besides revives
4
lots of practice benefit and rewarded planning
4
relic/hampered encounters aren't for everyone but pretty dynamic
3
annoying slow glyph spawns but solid otherwise
3
one of the best team coordination/routing encounters
18
S
39
Crota's End
Bridge
lots of unique movement/routing, crossing over bridge gap
4
slow burner buildup at the start, very dynamic and player-gated later
3
most intricate individual role routing in any encounter
4
boring at the beginning, very fun for everyone later on
3
if planned around, Swordbearer spawn RNG is minimal
4
very different in speeds compared to typical LFG experience
18
S
42
Salvation's Edge
Substratum
skip to 2nd, early 2nd tormentor rooms, close from mid, death warp
3
hand frame, but still feels mostly player-based
4
lot of practice benefit and room mapping
4
all roles pretty involved
4
room RNG has notable impact on hand frame potential
3
very unique encounter space, fun to optimize
18
S
45
Salvation's Edge
Verity
skip to 5th, duo outside, early out, early dunk, synced dunks
4
some downtime between rounds but almost nothing
4
lots of opportunity for timeloss if not done well
4
very fun to execute regardless of role, not for everyone though
3
some 3-5 RNG
3
some of the coolest and most clever in-encounter strategy
18
S
2
Last Wish
Shuro Chi
preplating, early adds, and 1.5 skips
2
just add spawns and between floors
4
one of the highest practice yield encounters ever
4
fluid and satisfying execution once practiced
4
plates can be annoying
3
famous practice jail but intricate encounter
17
A
9
Garden of Salvation
Consecrated Mind
full duo, 1 spit, split
3
waiting for boss to come to relay
4
once practiced, hard to lose time
2
almost no downtime for either player
4
relay RNG doesn't matter
4
fun to execute even though generally doesn't affect time
17
A
31
King's Fall
Daughters
dynamic plate floating, semi-unique damage
3
nothing but knight animations
4
situational routing and practice for sure
3
most roles moving a lot
3
not much RNG in strategy
4
pretty interesting setup with alive rejoins off solo skip
17
A
34
Root of Nightmares
Scission
6 man running, skating across floors, early floors
1
all player-based
4
add clear a lot more annoying/sensitive than Cataclysm
4
every role nonstop moving if encounter is fast
4
random back spawns can be annoying but mostly preventable
4
one of the best mechanics encounters
17
A
43
Salvation's Edge
Herald
resonance carryover, solo start, solo stun
2
gated mostly to one player, but still tight for most roles
4
practice needed but not nearly as detailed as 4 scorers
3
not much downtime and decently engaging mechanics
4
basically no RNG if played correctly
4
one of the best boss encounters in speedrunning
17
A
33
Root of Nightmares
Cataclysm
staggered base buff entry, 6 man running, preshooting
2
waiting a small amount to avoid softlock but almost unnoticeable
4
benefits from practice but execution isn't too hard
3
all roles constantly moving, no special movement tech
3
6 man means no more 4th set bad RNG situations
4
overall pretty fun encounter that involves everyone equally
16
A
27
King's Fall
Relics
hit rotation, tombships
3
basically all player-gated
4
benefits a lot from practice and fine-tuning
3
fun for the whole team when it goes right
3
lining inconsistency problems
2
fun to watch and fun to do, just typical launching issues
15
B
28
King's Fall
Totems
four mid dunkers, two solo resets
3
add clear-gated but lots of room for speedups
3
consistency depends on team
3
fun for like 2.5 people, not much to do for the others
2
basically 100% consistent if done right
4
cool concept and strategy, just not fun for everyone
15
B
52
Desert Perpetual - Epic
Epoptes
basically normal but faster, definitely looks more challenging
1
small animations
4
practice definitely required for consistency's sake
4
way more involved than normal but still not particularly enjoyable
2
takes effort but is consistent if players are
4
if strategy was more unique, would score a lot higher
15
B
54
Desert Perpetual - Epic
Koregos
4-2 wall split, auto banish
3
starting animation, phase transitions
3
learning process for role priority, not crazy once learned
3
most roles pretty dynamic for most of the encounter
3
1st portal RNG loses a bit of time
3
completely different strats from normal, cool in its own way
15
B
11
Deep Stone Crypt
Desolation
half OoB route, slipskating and sparrow skates, craziest raid movement
4
completely gated to player routing
4
huge practice yields in speed and consistency
4
becomes very dull in fulls
1
despite player dependence, still many consistency issues
1
very cool to watch, very tedious to play repeatedly
14
B
23
Vow of the Disciple
Acquisition
spread knight coverage, runner system, skips to 2nd
2
waiting between knights and post-resonate
3
round times mostly player execution
3
mostly dynamic for most roles
3
fairly consistent, some RNG with final rooms
3
pretty solid teamplay encounter
14
B
50
Desert Perpetual
Koregos
full team staggered pickups, two trios doing top mechs
2
starting animation
3
not very complicated once initial strategy is learned
2
strat isn't crazy but everyone is participating in a dynamic way
3
small variance in chronon locations but not much
4
solid final encounter, new chronon strategy definitely interesting
14
B
7
Garden of Salvation
Evade
DSM into early rooms, area denial boxes, skips to 2nd
3
long wait at field but nothing else
2
some practice needed but execution threshold not high
2
constant leapfrogging and well-spread roles
3
tether RNG
3
not crazy interesting but pretty solid starting encounter
13
B
38
Crota's End
Abyss
backwards routing, single enlighten, spread add clear, tangle movement
3
fixed waiting period during bridge build, otherwise nothing
3
definitely a lot to learn in terms of reacting to preserve RNG
3
some downtime for some roles, also mechanically not the most interesting
2
preserve RNG can impact time drastically depending on strats
2
unique solutions to an otherwise drab experience
13
B
44
Salvation's Edge
Repository
skip to 5th, skips to 4th, room transitions, instant tormentor kills
2
waiting on plate bounces but doesn't feel slow
4
definitely benefits from practice but skill ceiling from hand frame
2
fairly engaging but not as exciting as some other encounters
3
softlock and hand frame
2
pretty fun overall but softlock holds it back
13
B
35
Root of Nightmares
Explicator
early psions, lining planets, saving colossus, 2 plate, skip to 4th
1
boss animations and planets move
3
medium skill floor but low skill ceiling
2
most roles doing something constantly but not that interesting
3
boss can behave weirdly and planet triangle RNG exists but not bad
3
middle-of-the-road boss encounter, not the worst
12
C
36
Root of Nightmares
Nezarec
death warp start, 6 man running, midair clone
1
almost nothing besides voice line
4
really not much to practice
1
less interesting than Explicator, mechanics are just standard nodes
2
generally fine if boss is aggro'd correctly
4
very straightforward, not much to love or hate
12
C
53
Desert Perpetual - Epic
Iatros
also pretty similar to normal, execution threshold is higher
1
minotaur dunk phase feels significantly slower than normal
3
similar room for improvement vs. normal once learned
1
more thinking involved than normal
3
100% consistent mechanics, minotaur spawn RNG can lose a bit
4
normal Iatros but with more fun mechanics for involved roles
12
C
4
Last Wish
Vault
3rd captain early out, skips to Riven
2
lots of waiting but not passive downtime
2
practice needed for rotations and consistent 3rd room
2
not super interesting but engaging enough
2
annoying stair 3rd room
3
pretty straightforward overall, just add clear and boops
11
C
6
Last Wish
Queenswalk
almost completely out of bounds, crazy hitting spots
4
small waiting period for dunk timeout on first drop
3
launches and super line need practice
2
very annoying to deal with at the end of run
1
very sensitive to connection and other lining issues
1
completely different from standard strats, very cool to watch
11
C
8
Garden of Salvation
Summon
zero sub, flex roles, early mid, skips
2
lots of waiting between subs
2
most practice needed in the raid but not an insane amount
3
can drag on for sure
1
fairly consistent outside angelic order
3
bulk of the weight in GoS but not that great overall
11
C
12
Deep Stone Crypt
Crypt Security
OoB start, op breach, scanless buttons, OoB transition
2
waiting on op then fuse calls
4
besides op, not much variance
1
very short, not very interesting
2
button RNG is still a problem despite fuse RNG not really mattering now
2
alright encounter overall, too fast to complain really
11
C
24
Vow of the Disciple
Caretaker
fast running setup and one floor
1
not much perceptible waiting given joining timer
3
pick up symbols then don't mess up damage
1
over pretty fast and damage isn't the most boring
2
final symbol run can be annoying but player-based regardless
4
classic fast boss encounter
11
C
26
Vow of the Disciple
Rhulk
full team mechs, glaive deaths
2
beam animations and top dashes
2
not much besides not being slow
1
mechanically sort of unique but execution not exciting
2
fairly consistent overall
4
alright boss encounter, cool mechanics visually but wait times
11
C
40
Crota's End
Ir Yût
early mid breach, chalice blink, early wizards
3
slow add clear start, wizard movement
2
needs some practice, but strategy isn't that hard
2
strategy not that interesting to execute
2
wizard RNG probably the most annoying thing in raid
2
decent encounter strategy but RNG is annoying
11
C
47
Desert Perpetual
Agraios
slightly more coordinated dunks
1
some slow add spawn animations, boss TP
3
not much to practice besides some timing things
1
roles are relatively even but mechanics aren't that interesting
2
nothing but player input
4
very straightforward encounter strategy
11
C
49
Desert Perpetual
Iatros
basically just normal execution except boosting to pick up every cycle
0
Diastole pulses
4
very minimal room for improvement
1
more of the team involved than Epoptes at least
2
nothing but player input
4
very fast encounter, can't complain too much
11
C
1
Last Wish
Kalli
skip + instant kill
1
essentially nothing
4
just shooting Nighthawk
0
very short and simple
1
zero variance, only killing or not killing
4
simplest LW encounter by far
10
D
10
Garden of Salvation
Sanctified Mind
Goldie out of portals, EM, split
3
boss animations and portal reopen
1
not much of a skill ceiling
1
boring to play for the most part
1
ground motes but not much else
4
probably the worst GoS encounter
10
D
48
Desert Perpetual
Epoptes
basically just normal execution except 4 eye shooters
0
small animations
4
don't shoot the wrong eye
1
pretty boring for most roles
1
nothing but player input
4
over pretty fast but half the team is doing nothing
10
D
5
Last Wish
Riven
insta send, fast ascendant, OoB final
2
a lot of unskippable animations
1
very little can go wrong
1
basically a kill and then a couple people fly up
1
no variance
4
iconic setting but boring execution
9
D
17
Vault of Glass
Confluxes
Squall breach and OoB add clear, through-door trapping
3
long stretches of timegated segments
1
consistency definitely builds with practice
2
very tedious in fulls
0
mostly consistent with good add clear
3
overly long but still rewards practice at least
9
D
22
Vow of the Disciple
Barge
respawn and optimized pickup routing, skips to 1st
2
extended waiting periods between stops
0
needs a little practice but nothing crazy
2
good for banter but objectively boring
1
pretty consistent overall
4
overhated but still not very engaging
9
D
41
Crota's End
Crota
early knight CP, one sword
1
chalice fill and add spawns
2
really not much to this encounter
1
lot of sitting around and just clearing adds
1
not much can go wrong, no RNG
4
sword damage is cool but mechanics are nonexistent
9
D
46
Salvation's Edge
Witness
pre-break
0
not waiting for basically anything
4
kill the boss
0
shoot the boss
1
no variance
4
as close to a "just damage" encounter as you might get
9
D
13
Deep Stone Crypt
Atraks
early start and airlock + skip
1
elevators then final stand wait
2
basically just top adds
1
gets boring very quickly
1
fairly consistent besides occasional random late extinct
3
very unfulfilling to play, basically just LFG Atraks
8
E
18
Vault of Glass
Oracles
basically just alternating fast shooting with skip
1
huge waiting periods between rounds
0
definitely a practice encounter for consistency
3
not very interesting to watch or play
1
pretty consistent outside of fast break desync
3
a little stressful for two people and boring for everyone else
8
E
21
Vault of Glass
Atheon
triple instant break
1
extremely long delay before mechanics
1
almost nothing to practice
1
very boring mechanics and huge downtime
1
zero variance
4
pretty boring boss encounter
8
E
30
King's Fall
Golgoroth
rejoins, skip to 4th, gaze leaves
1
timelocked add clear segments
2
zero skill expression
0
basically just Warpriest 2
1
same as Warpriest
4
trap doors then shoot boss
8
E
14
Deep Stone Crypt
Descent
floater system and revives
1
waiting period surprisingly short if encounter is fast
2
very team-dependent but skill is pretty one-dimensional
3
pretty monotone
1
early adds are random and rounds can feel punishingly slow
0
wrestling with unexplained timeloss
7
E
15
Deep Stone Crypt
Taniks
basically just fast add clear and one detain
0
boss move and add spawns
2
very little sklil expression besides making things consistent
1
all roles doing something but not much overall
2
inconsistent early start and teleporting early adds
2
run-of-the-mill boss encounter
7
E
19
Vault of Glass
Templar
"instant" start and fast kill
1
waiting for relic super
1
kill the boss
1
shoot the boss
0
basically no issues
4
boss kill difficulty way down post-relic changes
7
E
29
King's Fall
Warpriest
basically just do the encounter normally
0
waiting for add spawns but besides that just damage
2
zero skill expression
0
weapon-based damage on a tankier boss, boring add clear though
1
boring but very consistent time-wise
4
trap doors then shoot boss
7
E
32
King's Fall
Oryx
floater system and faster jump routing
0
lots of boss animations
2
pay attention and don't be slow
1
have to be attentive but actual execution is not interesting
2
+10s on final encounter sucks
2
uninteresting final boss for runs, RNG sucks too
7
E
3
Last Wish
Morgeth
basically just skip and trio
1
entire encounter is timelocked except some easy add clear
1
very little room for improvement
1
boring add clear then instant kill
1
RNG add spawns at start
2
nothingburger bridge between Shuro and Vault
6
F
16
Vault of Glass
Waking Ruins
plate lines, multiple skips, solo end
2
completely timegated
0
no variance once plates done
0
extremely boring
0
100% consistent
4
waste of time
6
F
37
Crota's End
Hellmouth
fast adds, skips to 1st, duo plate, early drop CP
1
waiting for chalice fill
0
very little variance if done properly
0
either add clear or skip then tab out
0
very little variance between runs
4
similar to Waking Ruins but better time-wise
5
F
20
Vault of Glass
Gatekeepers
essentially nothing
0
waiting for the encounter to spawn adds
0
perhaps the least optimizable encounter in D2
0
tab out and play Geometry Dash
0
if you lose time you go to hell
4
this is the worst one
4
F