Immortal Mob

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USER47 a écrit :
Path of Exile is extremely easy game (at least on lower difficulties, I'm still on cruel)


I'm afraid you know nothing then... Chamber of Sins on Merciless is like Omaha Beach with Sparks instead of bullets. I've heard stories about white Chaos Rhoas hitting for 4K+. I lost a Templar in Ruthless Weaver's Chambers because I got chain-flickered rounding a corner. If you're not prepared, or have good gear, it's HARD. And I love it that way.

Yes, yes, I know I'll probably get flamed by the upper echelon who are still rolling Chaos with Ice Spear witches and shit, and I don't care. PoE will not be sustained by the most powerful 10%, it will be sustained by the middle 80%. It has to be reasonable for the largest playerbase* or they will get frustrated and leave, and the game will fail. I'm sure the devs know this.

Back on topic, I do think it's a little ridiculous how some mobs regen, especially if they leech as well. Not every class can reasonably do Bloodless, so without an on-item mod that does the same thing I'd say the hyper-regen does need to be toned down a bit. If you're unlucky enough to get one of these immortal combos in a narrow cave or something, say, Waterfall 1, then you're basically boned and you have to go back and re-instance. That's not fun.

* (you can call them "casuals" if you want, I prefer to think of them as "average skill" players)
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Chris a écrit :
As a side note, we do think that the life regeneration values on monster can be a little too high at times.


Would this end up being values on all monsters? I have noticed that when I was playing my level 52 Shadow that skeletons that had double regen were still laughably easy, but say one of the bear like beasts had double regen those needed me to keep the pressure up on them. So in the end its not really double regen on its own, its how that factors in with mobs total HP. So something like what Silty suggested might be the way to go.

I agree with unsmith that it needs to be reasonable(I too like the difficulty). That being said I honestly have yet to come across one of these regen mobs I couldn't kill, and that could simply just be from me using one of the lucky builds/characters that don't have an issue with them. Life Leech mobs are going to be tough for those without ES(gotta love the they cant leech unless they are hitting your health). Maybe the issue is something like the mob life leech is going off of what the mobs damage is before mitigation is factored in.
Beyond_Bow_BobMKIII Level 80 Tornado Shot Scion
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Zeshin a écrit :
That being said I honestly have yet to come across one of these regen mobs I couldn't kill, and that could simply just be from me using one of the lucky builds/characters that don't have an issue with them.


I think it has to do more with single-hit damage. Higher damage builds (2H mara, crit witches, etc) probably do better, as a counterpoint my high attack speed rapier-using Mara (many small hits, whack whack whack) has issues because of the regen that happens in the middle of all those hits.

It's kind of like how the armor mitigation formula works for us. Less big hits hurts more than more small hits.
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Torin a écrit :
Compare this to PoE vs D3. In D3 you can play for 1st time half normal diff without getting your health to <50%.
In PoE at lvl 4 you run into Hailrake and die a horrible death.

I am sorry, but PoE is as hardcore as it gets for many game genres. Don't get me wrong, I like it. I just don't feel it is OK to say LoL or Dota are more hardcore then PoE.
Nah, Path of Exile is really not that hard - I think it strikes a fair balance as far as difficulty goes. It's not so easy that you will fall asleep like with most MMOs, but not masochistically hard. Outside of Maelstrom (which is mostly irrelevant for balance purposes, as far as the final game goes), all you have to do to stay alive in Hardcore is make a decent build and avoid being reckless, once you know what you're up against.

If you want a REALLY hard real-time dungeon-crawling game with randomized dungeons, try Spelunky. Path of Exile is really a cake walk in comparison.

But the issue raised by the OP isn't the fact that the mob defeated the OP, but rather the fact that the mob's insane HP forced a stalemate. Not the challenge, but the stagnation in combat.
Dernière édition par Silty#2454, le 29 mai 2012 à 16:46:50
Some people really fall short to understand that rare spawns are optional, and intended for those who want to push challenge limits a bit more; just like side areas are, and are being totally not game breakers either.

What is meaningless and pure whining is that some people just will never ever accept their insufficient killing capacity, viable at times, which is normal. But, even worse is when insisted deliberatively on to assuming they could actually kill the spawn, at the end who they die miserably, but not unexpectedly.

I really like when much harder monsters pace in instances, and really enjoy dealing or "try to" do with them. This even creates much more excitement and its just like a fresh air at times which helps the game from being monotonous.

Even so, i really wonder when people get used to live with this system, and when they gonna get that they do not hve to kill every monster in the game, if they can't ?

The cure is actually on their mind, but they never want to use them sadly.


Edit: If you call the current version of the game as "hard" you really have seen "nothing", better get used to.
"This is too good for you, very powerful ! You want - You take"
Dernière édition par BrecMadak#3812, le 29 mai 2012 à 17:27:50
I'd like to be clear, in general I don't have a problem with the high regen mobs, so long as they are in fact killable.

My problem is you take a base mob that's highly resistant to...you know...death, and then give him unlimited, FAST regen, and you have a serious problem.
There is a fine line between genius and insanity, I have erased that line and replaced it with a trout.
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Silty a écrit :
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Chris a écrit :
As a side note, we do think that the life regeneration values on monster can be a little too high at times.

What about having regen scale with the square root of a monster's health?

If I understand correctly, right now it's a percentage, meaning that monsters with a lot of health will regenerate ridiculous amounts. Lowering it to a square root, and normalizing it around a mid-health monster, will make high-health monster regen less absurd while keeping the difference between high-health and low-health monsters.


The problem I have with this is it doesn't take into account high damage mitigation monsters. The walking rock mobs are rather stubbornly resistant to physical as well as lightning damage, and have a significant number of hits besides. You mitigate enough incoming damage and you won't be able to overcome the healing with your damage output.

And to whoever said +1 to fun factor for knowing where this monster is to go kill, that's the problem, you never do know until you're right on top of it.
There is a fine line between genius and insanity, I have erased that line and replaced it with a trout.
You guys are all throwing words around like "Hardcore" or "Casual" when this has nothing to god damn do with either of those and you know it.

All i see are a bunch of opinionated players throwing up ad hominem / strawman arguments left & right, stop it, stop it right now.


AT one point or another you get to a difficulty level where you simply can't expect to pander along and kill everything alone.

The issue isn't that it happens, the issue is that players are getting to level 47-50, finding themselves unable to deal with the levels/setups of every mob anymore and getting angry about it.


And this does make people quit because they feel very trapped into the hole they dug themselves into.

I personally experienced quite a bit of depression as i tried to level my witch, as i could not make it perform optimally compared to my two friends and i was having trouble kiling things. Later on i realized my energy shield build was indeed a tanky spec, and i was able to chunk out pretty decent damage and not die.

MY friends then started dying constantly in the 40+s, and became depressed and wanted to quit, just like i had 20 levels before.

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