Eternal Knight mob seems overtuned

+10000000
More BS mechanics that need fixed.
Imagine complaining about a mob that actually does something.
I wanna bump this, they just shoot too many projectiles with very high projectile speed and each one will stun your character.

I think any of these needs a reduction. Fewer projectiles, slower speed or not stunning the player.
You aren't meant to spam projectiles from range at them. They are intentionally designed to punish that tactic. You are meant to either engage them in melee range in order for them to drop their guard OR launch a non-projectile assault at them from a distance.

With everything that melee builds have to play against, it's OK for this creature to pose a honest threat primarily to ranged users.

A decent improvement would be adding a distinct audio/visual cue for when the Knights have their reflectors raised.
Last edited by LeFlesh#9979 on Jan 19, 2025, 10:16:45 AM
Ah yes, the "spark" killer mob as I call it :) I'm playing spark and this mob is the only thing that is of any challenge, including end game bosses.

I think it's OK to have such a mob, what's wrong with monsters countering certain builds? It's not a "hard counter", you can learn how to fight with them. Yes they slow down the clearing speed and if they're rare they might take some time to defeat, however without stuff like that where would the occasional challenge lie?
What? I love this guy, makes me think how to handle them. U can easily bait his attacks and shoot w/ projectiles. U can dodge roll reflects as-well. U can shoot at walls and chain back into them. U can shoot enemies behind and chain into them. U can do AOE attacks to prevent orbs spawning. So many ways to counter this dude.

Now, this enemy design does not go well with builds that spams bullet hell. This is a thing the devs could think about.
People complain that zoom-zoom builds exist but also complain that any counters to these builds exist.
I'm lost.
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Audiska#3981 wrote:
I wanna bump this, they just shoot too many projectiles with very high projectile speed and each one will stun your character.


I can see it being bad for a build that shoots too fast and do not have to see what is what they're shooting at. But doesn't that go against the idea of making enemies matter? To solve this wo going against the importance of characterizing monsters, these builds would have to be changed.
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What? I love this guy, makes me think how to handle them. U can easily bait his attacks and shoot w/ projectiles. U can dodge roll reflects as-well. U can shoot at walls and chain back into them. U can shoot enemies behind and chain into them. U can do AOE attacks to prevent orbs spawning. So many ways to counter this dude.

Agreed. I wish there were more enemies like this that required paying attention. I play primarily ranged characters at the moment, because I've never been much of a Mace guy, and these guys keep me on my toes.

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