Defense - What can GGG learn from this based off of average complaints

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DEvil27#6183 a écrit :

If this game didn't have body blocking, it would be one thing, but many times roll dodge unexpectedly fails and you end up getting hit. Even with some improvements, there still are many non-intuitive situations that new players can have problem.


I've had no problems at all with dodge roll, its defo not internet related no?
I'm on extremely good ms.

But ofc if the average connection has dodge roll issues that's a definite problem that requires better server mechanics, like roll back netcode that they use for fighting games.
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Kraivan#1745 a écrit :
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I don't get your point. It's like you're saying that volatiles are less problematic on endgame because there are other problematic stuffs. Makes no sense to me.

Volatile plant in the endgame is the same danger level as early game. It oneshots you... :D
By itself, 1v1 its not an issue.

But when an actual horde comes at you its hard to identify what is THE hazard?
In my scenario everything kills me. Because there's also 15 other thing that can also oneshot you.

I think the worst combination so far Ive had position perspective when an essence unique map had volatile plant, hammer of god, bone circle, electric "donut".
The boss that was chosen to be RNG juiced up was the core guardian with his laz0rbeams

Donut expect you to stand in the middle because the ring is deadly, center is safe.
Everything else expects you to run out.

All those mechanics stacked up however made the boss unkillable, because I couldn't oneshot it in that 4 seconds of brief time and regenerated his massive ES...
The stupid bone circle on the other hand blocked my shield charge and leap slap... it was a "fun" fight.
60% xp loss and a unique map failed...

Separated neither them was hard.
But when its stacked up you can just get a technical game over.

On the other time you can get "lucky" mods.
Like that "prevents you to recover above 50% hp".
Does it matter if anything oneshots me or kills me 3 time if I got hit? :D


And yet people still claim XP penalty on death is justified because of you die it's your fault, meanwhile there's ridiculous combinations like this .

I had a rare mini boss with temporal bubble, proximity dmg, mana drain bubble, 100% or so movement speed, and would cast multiple red circles that took about 75% HP instantly. The movement speed and mana drain alone made it a challenge, yet I was forced to get inside the mana drain to cause damage. My flask couldn't keep up with the mana drain. I was 5 levels over the monster level on the map.

I don't understand how stuff like this makes it past the devs. You would think they would have the foresight to keep such punishing modifiers to stack on top of each other. I've seen numerous comments on similar situations for months, yet they still haven't done anything to fix it
Mana drain is more like a ring. As a melee I don't feel it, unless I am actually on the circle.

XP loss...
Well... I could admit it was my fault for attending the map with 60%.
Now if I do unique maps I will do it when I leveled up or already on low xp bar.

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