Instances of frustrating Mob encounters in Endgame
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I am playing rake Amazon, some of these apply to ranged aswell, but feedback is from Melee perspective.
Some Monsters that slam with small bodies are hard to see in time in large packs of groups, making it hard to react to, especially if there are 3+ you get hit by multiple slams, 1 slam ok to tank, 2 = dead. Their animations are fine to dodge, if you are able to notice the mob is there. Distinct Audio clues pre Slam would help me disengage. Witches that summon Meteorites are hard to notice when they are in the backline, indication for where the Meteorite lands is poor. Easy to avoid if you know it is coming. Only a problem in very large packs or poor visiblity layouts, e.g. Augury behind a corner. Uxmal in Trial; too many degen pools around him. The Frost stuff goes under him. He moves too much, I dont think the recent map patch applies to trial Uxmal. Overall Ascending felt significantly worse as melee. 2nd Sekhema Floor feels unfair as melee, too little safe time to attack, I cant distinguish the types of slams, was fine after I trivialized the fight with damage, not fun when the fight lasted more than 20 seconds. Super Narrow layouts like Mire bridges feel bad. Ranged Mob encounters have projectiles that punish you if you run straight. You can only run straight. There is a couple encounters like that, narrow path, cant dodge roll properly, you get stuck on the side of the wall trying to roll backwards, disengage goes into the wall. You dont know how bad the mobs on the other end are. Dernière édition par JosiahWilleth#3299, le 13 avr. 2025 à 17:39:10 Dernier bump le 13 avr. 2025 à 17:38:29
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