Balance out these insane damage spikes!

hey devs.. i really enjoy this game and so far one of my biggest balance concerns is the insane damage spikes you face every once in a while for no reason at all.

i am currently playing with a marauder specceed towards a really tough tanky build and this is going fine. I rarely die and when i do it is 95% of the time because of poorly balanced monsters.

the latest mob that is severely imbalanced is the tentacle fireshooting mob in level 3 lunaris temple. all other mobs in this level deal on an average between 100-150 dmg pr hit (mind i have 51% phys reduction and 60-75% elemental resists)

however a single one of these fireshooting mobs will easily deal 1k/sec dmg, killing you before you can even react as they are ranged.

this makes the experience very unpleasant.

ive noticed this on a few other mobs including the rhoa carcass chargers which seems to deal around3-4x the damage of other mobs in the same level.

some bosses abilities needs to be scaled down as well.. act 2 boss kills you in 1 hit easily. this should not happen when you are trying to get the most tankyness out of your character.

im only asking you run the numbers and rebalance some of these things. its not a fun gaming experience and leaving players frustrated like this will ultimately have them leave the game and play something else


if anyone else can name other mobs that for some reason seems to do 3-4x the damage they should, please note them
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Those tentacle thingies are actually not very harmful, in my opinion. They attack very fast, but each attack deals little damage.
So, when stacking armor, they won't do much. Besides, once they started to attack, they can't re-target you, so a step to the side will safe you from all damage.
Are you sure you haven't been inflicted with vulnerability, by one of those other miscreations?

Vaals attack shouldn't be much of a problem, unless you're playing drunk and your reactions are off.
And have you seen the size of his hammer-thing? Yeah, that thing is supposed to smash you into the ground and leave nothing but a crushed corpse.

Those Rhoas can be annoying as hell when they are in groups, keeping you stunned, if you have bad luck (just like any group of charging enemies).


Undying Alchemists are still a pain.. Need. More. Chaos. Resistance.
Sorry Exile, but your loot is in another dungeon!
IGN: Delirii
Some mobs just shouldn't have certain auras. The resulting combinations are INSANE.
Haste LMP Voidbearers is just one example, subs. physical archer archer packs is another.

And this is what happened to me today:

Spoiler


This are 6 Blackguard Mages, SIX! I wasn't pulling them either they just stood there.

In normal this is hardly a problem but in merciless anyone could perish to that pack stack.

A lot of Balancing needs to get done around those things and done fast. At some point people will get tiered of rerolling because of freak accidents that are very difficult and sometimes impossible to anticipate.

Dernière édition par TylerRand#4488, le 6 avr. 2013 à 19:21:00
oh you mean that mobs?

Spoiler
[/img]
Dernière édition par sanleon#0371, le 6 avr. 2013 à 19:41:25
merciless, fetid pool, 51% phys resistance.. around 11 deaths.. only because of the rhoa chargers. 3x more dmg than the zombies in there with normal hits. the charge deals what 500 ish and thats with 51% reduction!

then ofc the game has laggy reception so you suddenly take 5 hits in a single lagspike and just die...

if any developers are reading this, please look up the stats of the monsters in that cave and look at the damage these monsters does compared to eachother... this is just not right!

I can see what you mean OP.

ran my first endgame map yesterday. white coast map with no extra difficulty just to see how it's like.

tanking some mobs. Granite potion on. one second after it wears off - *boom* one-shot by a charging Undead Rhoa with the "deadly" (increased crit) modifier.
and I have passives which reduce critical damage taken by 30%.

and the rest of that map wasn't that hard despite having all kinds of enemies, including the infamous Chaos snakes. the boss - a stronger Hillock clone - was actually easy.

so yes, some enemies just have over-the-top damage output for no reason. and the entire Chaos damage mechanic is horribly broken at this point.
Chaos snakes and Undying Alchemists were my worst nightmare in Merciless.

Voidbearers on the other hand, seem like they did get nerfed in the latest patch.
Alva: I'm sweating like a hog in heat
Shadow: That was fun
What about a masterful dodging microing? Oh, wait, desyncs, riiiiiight...
"
sanleon a écrit :
oh you mean that mobs?

Spoiler
[/img]


Them also.
Y mob dmg was risen due to Archers being insanely OP in close beta... now they are still OP but melee suffer, and we will suffer because NOTHING will NEVER be done about that, GGG has ranged\mage fanboys praising them what an awesome game they made(while in reality game has more bad then good). I'm 85 mara who died 8 times with 6,2khp and 16k armor with no granite(all due to insane dsync) and I'm almost at my limit. I won't rerol into archer cause I always play melee only, I will just go play other game.
IGN: Seze
I find that ranged packs in general are just too large. Example in fellshrine you get archer packs of 10-15 archers, same deal in the rocky climb. This occurs even in normal difficulty I might add. Running maps in end game on a CI character I have to say maps difficulty is determined partially on the mods you get on the map, but also what monsters you happen to roll, roll the wrong combination together and it is way harder then some of the maps with more increased quantity.
Julius's path of exile wine bundle for mac here: http://www.pathofexile.com/forum/view-thread/48708/page/1

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