That’s fair enough. Just so you know though, they used to be able to cast from off screen & their telegraph/indicator was barely visible (compared to what it is now). So it’s a lot better than it was when they were first added.
Yeah, but this bit is at least easily fixed, especially now with reduced bonus damage from crits easily accessible to anyone who doesn’t want to use a 2h weapon. Not noticing the telegraph & dieing because of that I get.
Don’t you just pay attention to the telegraphs & ignore which particular flavour of xp/loot sack you’re going to slap?
There should never be a state of encounter for any game, no matter how well you gear, you get 1 shotted. Not even game that has 1 hit mechanics where you need to stand in X spot at X time… You should always be able to somehow gear it and/or be super OP and tank it.
See, that’s purely opinion. I feel that if a one-shot mechanic is telegraphed, and there’s a reasonable way to avoid it, that’s perfectly good game design. Being able to tank anything, no matter what, is entirely overpowered, in my opinion. And it’s okay to have different opinions! However, if your opinion is drastically different from that of the game developers, well then you have to decide whether the game philosophy aligns with your expectations.
Oh yes! I hope they tweak it… back to good old days when it hit you from miles offscreen with buggy hitboxes and instagibed a toon without the need of stunning it ^^. Fun times.
Being able to tank anything isn’t just as simple as like get hp, max out resist, done. It takes a lot of commitment through playing, planning and setting up, especially to get it to a state where you are also able to do more than just tank like fight and/or support.
While i’m not saying its impossible here (but in general), as I don’t know here but from what I’ve personally seen, highest corruption was around 6k with a paladin, runemaster and pre falconer. They were getting 1 shotted but that can be because they all went pure glass cannon but It from everything going around, it seems to be like there is just no balance in terms of defense in combination to the scaling.
Nah, that’s perfectly fine. If you make it a rule, then any glass cannon can take and survive any singular hit. If you don’t die in a singular hit, you can recover most of the time.
Considering infinite scaling, this expectation would only work if you implement some sort of 1 shot protection, e.g. no hit can deal more than 90% of your maxLife + current Ward in a single hit.
This is fine but i still don’t think 1 hit is good. If you were to shift your glass cannon to survive a hit, i would assume you would need to sacrifice a lot just to do that as all your defenses would need to be boosted which glass cannons have none to begin with.
Then it brings you to, is it worth taking more time to clearing boss or just mastering all his mechanics and dodging to maximizing your damage?
The problem is people who want to play glass cannons that will die in one hit at a certain point in the game, but complain when they die in one hit.
They made a conscious decision for a ‘high-risk’ play style that can only get you so far (which is often further than a tanky build).
I’m more leaning towards the 1 hit that is usually during bosses and I didn’t mean solely in terms of helping the glass cannon builds tank the shot, just in general. Stronger classes can tank better as some attacks are a DoT or burn dmg. It doesn’t apply strictly to glass cannon builds but the mechanic as a whole 1 hit, quick < 3 sec def where pots and defense builds still cant save you.
The problem with bosses is that they hit ‘rarely’. Any build with halfway decent sustain (lifeleech, heal, ward generation) will heal up long before the next hit. Even stun is mostly pointless in boss battles because of this.
There will always be the single enemy that is subjectively or even objectively worse than any other and will act as a limiter of the infinite scaling. Maybe the gap between the Embermage and other apex predator enemies is too high.
I would love to see a ranking of which enemy has killed the most characters during the season.
With modifiers and things such as stun, slow, dot, etc. your build and substain can only go so far and in most cases, not to the point where you have god mod, while of course there is usually perfectionist ways to achieve close to this which is fine since it’s not an easy thing and more of an achievement.
All those ways to sustain are what makes arpgs great and satisfying for many. Sustainability is part of what helps you progress, along with damage and skill. It helps create and customize your builds. Sure, you can always just have a separate boss set just sustain but that would be annoying as heck to always swap but that’s just an well planned option to use.
The more you incorporate sustainability into your build, the less damage you do, meaning the longer it will take you to kill,survive, keep up your skills at dodging mechanics, etc.
You may have a different opinion on that and think of it as a cheese boring way but I would think majority would agree with it. To but to be expected and forced to perfect the mechanics and dodge for X amount of times is a bad direction.
Yeah, I mean, I play a Paladin that is designed around tanking what is possible. I’m slowly pushing and getting better gear and blessings, but I don’t have that much time to play at the moment.
At some point, not matter what I will do, I will die. It’s a given.
In general, I like bosses who have some skills that are super dangerous and should be dodged, and some fast, very challenging to dodge attacks that you can tank and sustain through. Adding a bit of dynamic to the fight, so I cannot just lazily RMB through the fight while standing still, is generally nice.
Not that I want to discredit your general complaint about the embermages power, but your reaction began too late. They appeared at the corner of the screen, and you didn’t immediately move, but still attacked 3 times with rive before you disengaged.
It’s more than 1 second before the 1st meteor hits and stuns you after they appear on your screen. The moment one notices them appear, one should immediately move. I would do so until my lunge (which you don’t use) is reset, then smash into this priority group.
Human reaction time should be around ~0.2-0.3 seconds if IIRC.
This sounds a lot like the scene in Sully where he talks about being human…because the simulation pilots had plenty of time to make it back to an airport, because they turned around the very instant of bird strike, instead of taking time to evaluate all the elements of the situation.
Yep, mistakes happen to the best of us, because we are human.
I ran into deadly skills that I could see the indicators of more often than I like to admit. Totally avoidable, big, clearly visible indicators. But I messed up. I died. I moved on and tried again.
Endless arena with the hyperaggressive enemies is a game mode where a player has to be constantly on the edge. It is one aspect I don’t like about the arena.
Now, I haven’t watched the movie Sully, but I remember TV news and articles about the incident, though. What happened with the plane was much less unusual than what happens to every player when entering the arena every time.
Arena (echoes) is different from echoes. Enemies appear with increased speed at the corner of the screen, and some are very very dangerous for your build. Personally, I rely on a different set of situational awareness in arena than in echoes because there I can control what enemies I pull, and from what direction. Paying attention to new enemies appearing is much more important in arena. In doubt, if something arrives at the border of the screen, consider it deadly and just move. Movement is life.
I think I died to projectile based enemies like the fire archers more often, when a salvo is enough to end my char. But my absolute bane on some characters were Skullen Shamans. I don’t think you can even dodge their lightning arc by moving. Dead by hitscan once the damage (of a pack) is higher than what you can survive.