Nerfing Defensive Archnemesis Modifiers
Those essence mobs stuck inside of ice, they're using the archnemesis modifiers, right? The ones with 1-2 essence things are fine, but once it gets to 3 it gets really hard and 4 is usually one shot territory. Is this really how it's supposed to be on a tier 1-5 map? If you can't kite them it's basically just run away and ignore the pack or just don't interact with them. I've had many fights that last around 5 minutes because I can't get into melee with them without dying within seconds.
It just feels like such a wonky mechanic that seems out of place at low level maps. Guess I'll see today or tomorrow if it actually makes the mapping more "fun". Yes, I'm a terrible player and only play SSF. Just trying to enjoy the game for what it is but the insane difficulty spikes makes it very hard to do. |
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Go back and watch league video you can see the hidden lizard people
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Ty
☣ 𝕯𝖊𝖑𝖛𝖊 𝖜𝖆𝖘 𝖘𝖚𝖈𝖍 𝖆 𝖌𝖎𝖋𝖙 ☣
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The GGG lizard people plan to destroy the US economy, don't read the patch notes the Deepstate is watching us all
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I'm disappointed that "hasted" was not considered for nerfs. It is most frustrating mod in game, even if its only on magic pack in early game it is immposible to disengage from combat.
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Nerfing their defenses would be fine if that were the primary problem.
The primary problem is that everything now moves at five screens a microsecond and hits for ten shaper slams worth of damage, or has a large radius degen aura with DoT damage comparable to a Sirus storm. The secondary problem is that much of this garbage is also nearly immortal. The tertiary problem is that most of the AN mechanics (i.e. the stuff that isn't just massive buffs to numbers) don't make the game fun or interesting or even challenging, they just make it tedious and annoying and unfun. The old bloodlines and nemesis modifiers were much better designed. Fairgraves was a slave trafficker specialized in the kidnapping and transport of children. He was not "a good man".
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Good, these are needed changes because those modifiers stacking together make monsters near unkillable even with penetration support gem and corresponding -resist curse.
This is especially visible when fighthing stuff like Essence monsters or Expedition monsters. I think those encounters should limit modifier number to 1 (if they need to have any modifiers at all) because this league content has its own difficulty scaling mechanisms. I can set up my expedition with 'monsters have +50% all elemental resistances' and 'monsters avoid 30% hits' because I have good resist pierce and cast speed so I can counter these difficulty pillars. But then some stupid archnemesis rare spawns and puts 3 strong modifiers on top of pillar mods and I'm screwed. I cannot kill this bastard no matter what, I just got my logbook ruined by a random chance. Skip it you say? They usually have at least 200% player movement speed. Such a monster will dominate a map. |
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" "This is a community of mostly high educated adults" + "start to understand that you are talking with "nerds", not with kids" I think I explained very well what I mean by "we". I get it, you're not one of the "nerds" or the vast majority of the players, but this isn't an excuse to reply to a post that you aren't even reading correctly. You are free to post your point of view, without acting childish and trying to deny mine for a misinterpretation. Have a nice day. Last edited by tador88#7099 on Aug 25, 2022, 3:06:10 AM
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" Why did you steal my status? ;( ☣ 𝕯𝖊𝖑𝖛𝖊 𝖜𝖆𝖘 𝖘𝖚𝖈𝖍 𝖆 𝖌𝖎𝖋𝖙 ☣
«𝕾𝖔𝖗𝖗𝖔𝖜 𝖎𝖘 𝖆 𝖈𝖗𝖚𝖊𝖑 𝖈𝖔𝖒𝖕𝖆𝖓𝖎𝖔𝖓 𝖙𝖔 𝖔𝖓𝖊 𝖜𝖍𝖔 𝖈𝖆𝖓 𝖆𝖋𝖋𝖔𝖗𝖉 𝖋𝖊𝖜 𝖋𝖗𝖎𝖊𝖓𝖉𝖘, 𝖆𝖓𝖉 𝖙𝖍𝖊 𝖕𝖆𝖙𝖍 𝖔𝖋 𝖊𝖝𝖎𝖑𝖊 𝖆𝖙𝖙𝖊𝖓𝖉𝖘 𝖙𝖍𝖎𝖘 𝖒𝖔𝖚𝖗𝖓𝖋𝖚𝖑 𝖘𝖕𝖎𝖗𝖎𝖙» — Diablo II LoD Manual |
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No wonder why it suck. You percentage of damage reduction is so high. lol
It would be fine if rare monster have only 1-2 mods but when they come with 3 or 4 and multiple of them... are you kidding !? good to know that you need to nerf it. there would be no problem at all if you not implement it in the first place. hahaha |
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