THE. FEKKIN. CRIMSON. IRON. SPAWN. BS.

Who the hell though it was a good idea to make those damn flower poop out spawns faster than a trailer park Redneck ?


If for some reason you can't IMMEDIATELY destroy those flowers, you get 285 686 868 686 452 152 145 000 yellows mofos on your ass. And of course, after a point, XP stops getting granted, bc of course, you would not want that crap to be unbalanced, amarite ?

BAM. MAP OVER. THANKS FOR PLAYING.


Tier 1 ressource people, TIER 1. Verisium maxxed at 600 is a walk in the park in comparaison
Last bumped on Sep 3, 2024, 12:57:22 PM
I have not noticed this. Is it happening all the time or just on a certain map. Haven't really noticed it being tougher than anything else. Maybe in campaign, if I think back, it was a bit tougher than the other onse.

The Verisium is almost always easy, 9/10 or even more often. Occasionally though, you get some really viscous mobs added which if you are running tough mods on your map it can get rough. In particular those giant snakes. Some of the uniques seem dangerous too when combined with tough map mods.

The difficulty over all seems pretty well balanced for these encounters. Don't know what it was like for HC, but it seemed more balanced and runnable while levelling than other leagues. Like some of the lantern mods last league. Or say crucible, which I didn't play much, but it seemed pretty rough to deal with while levelling.
Last edited by Belegur85#5784 on Sep 1, 2024, 10:07:06 PM
It's happening on all my maps...even on the lowest tiers. I can normally clear T7-8 for now, without too much problems, even with my glass cannon character.

The most infuriating is the constant spawning. If for any reason you you can't kill them immediately, you'll get overun in seconds, and if you happen to die (I play in SC for now) then, you might as well try a new map.

Just before opening this thread, I was on a t2 map, and a 6 nodes crimson poped, and said flowers could not stop pooping blues with the "Fast" trait and Yellows with shieds and "Health Regen". Bam... and all that for a measely 150-200 ore at the end... Ridiculous

Every other ore is quite easy in comparaison :

- Demons spawned by Orichalcum are prone to infighting with other mobs on the map
- For Amber, it's all about placement relative to the spawn point, almost like a tower defense
- For Bismuth well, you just have to pick it at the end of your mapping, so you don't get railed by an oh-so-convenient couple of tornados spawining in tha oh-so-tight corridor
- And for Verisium, well, enven maxxed out, it could be tricky, but at least the mob count is fixed, so you'll progress no matter what, even if slowly.


But no, for that Crimson BS, the best strategy is to close you eyes and prey RNGesus.
Last edited by Krutors#2662 on Sep 1, 2024, 10:28:08 PM
I don't know what u're playing, but it sounds alot like a build issue.

U shouldn't have problems clearing out those nodes. Since u're playing Deadeye I assume u're playing a bow build? Maybe try to incooperate chain or pierce into the build, so u can nuke those nodes even when alot of enemies are around.

Otherwise the best advice I could give is to get more damage unfortunately.
I see what your saying. I've got pretty big AOE, so maybe I'm getting them down pretty quick before this happens. I do remember back near the start of the league I was trying to attack it fast before it was dangerous, so in that regard it probably is more dangerous than the other ones in some cases.

Also not proccing it might be a option. I know that might be a bit lame if your wanting to interact with the league, but I'm not sure how much value i'm actually getting off the crimson bars for shipping. Might be better to just avoid if it is interfering with your mapping.
Last edited by Belegur85#5784 on Sep 1, 2024, 10:59:03 PM
I think it depends on the build. For me its like:

The only one potentially dangerous is Verisium. Also dont like having to channel it.

The only one hard to beat is Amber. Can only do with Decoy totem and even then often lose some of it, sometimes (Delirium esp) all of it. This one I dislike the most.

Orichalcum is by far the most annoying cause some of those mobs can run off all over the map and apparently I have to kill every last one for it to count.

Bismuth is best because all it takes is a single click and it empowers the rest of the map for more gold (I think).

Crimson Ore mobs also seem to drop a lot of gold and its very easy/uncomplicated for my build as I just hold down button for every one of the growths. (The mobs that get spawned apparently are not dangerous to my build.)
No wonder it's lost, it's in the middle of the jungle!
I find full channeled Verisium to be the only ore that gives me trouble.
~ Adapt, Improvise and Overcome
"
DoubleU wrote:
I find full channeled Verisium to be the only ore that gives me trouble.


Same here. So i charge it to 70-80%.
"
Krutors wrote:
Tier 1 ressource people, TIER 1. Verisium maxxed at 600 is a walk in the park in comparaison

WTF? Versium is like 10000000 times harder.
German saying: Schönheit und Funktionalität in Sekundenschnelle zu ruinieren, ist dem wahren Dilettanten keine Herausforderung!
torturo: "Though, I'm really concerned, knowing by practice the capabilities of the balance team."
top2000: "let me bend your rear for a moment exile"
No offense OP but i think you might have a damage issue with your build. If your damage is up to the content you are running then those flowers and the rares spawning from them should die in 2 or 3 hits at most. There should be no way they spawn faster than you can kill them. I suspect you can deal with verisium nodes because they only spawn a fixed number of monsters which you can then kite until they are all dead, even if it takes minutes but that doesn't work against mechanics that keep spawning new stuff. Try get more damage and your problem will go away quickly.

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