Annoying mobs for melee

Hello!

This is somewhat minor thing, but I decided to make a post about it anyway as feedback. I think I could have posted it in some other melee complaint thread, but I decided not to since its so minor thing and would likely not be noticed.

So! The problem. Why do so many mobs run away from player?

I usually play ranged characters and I really dont even notice it. Now I just happened to choose a melee build and I see mobs constantly run away from me.

Ranged mobs? I run to a group of them and if they dont die quickly they often seem to run away from me, move about half screen away (or more) and start shooting at me again. Not only do they run, but each of them scatters to random directions. That means, if I do want to kill them, I have to run to each of them and kill them one by one since they are no longer grouped.

Melee mobs sometimes also run away after they get to low hp? I dont know why. It may be just some special skill the enemy attempts to use, such as back away a bit to leap at me, for example.

A lot of mobs do some form of running away. Scattering so they need to be killed one by one. Something.

Why is this the case? Does it add to gameplay somehow positively? It makes playing melee annoying.

I have chosen to simply move on from things that run away from me. There is no point running after them, but they often follow me. I might suddenly find that all those ranged mobs have grouped up behind me, possibly just out of screen, and shoot me continuously unless i turn back to kill them.

I guess this gets my point across. Thanks for reading my rant, if you got this far.

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My only thought on this is, isnā€™t that what ranged fighting options are normally about? When you build your ranged character, you normally try to stay at a distance from the ones who want to be in your fact hitting you, right? I see these mobs as having the same mentality.

That may be a ā€œmeā€ only thing, but it just seems to fit the way I think of ranged fighting positions.

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Now, is it good in terms of gameplay, in game?

Is it fun?

Is it fun that enemies run away from you, making you run after them? That they buzz around you shooting you, if you ignore them.

And so no. Nothing more. Is it fun and does it add to the game that mobs do this?

I usually use some teleport skill when they group. Maybe that was the goal.
To be fair, ranged mobs running away seem like a logical idea, but i see how that can be detrimental to gameplay. On the other hand mobs swarming you constantly could also be detrimenal to gameplay as they either overpower you or you just grind them untill you get bored. Itā€™s a concern for a game and a difficult thing to get right. Also people land in different places on the preference scale of running away vs swarm&grind, so i guess no matter what somebody will be unhappy about it?
So all i can say is iā€™m sorry it happened to you.

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Conversely, ā€œis it fun & does it add to the gameā€ if the mobs just mindlessly try & zerg you down like Vampire/Soulstone Survivors?

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I believe, enemies in general, in this type of game are meant to attack you in some simple way and be annihilated as you pass by them.

So not neccessarily zerg at you, but I donā€™t think that means they need to buzz around you.

What do you think? Should ranged mobs or mobs in general run away from you, in terms of gameplay?

Yes, I think they should in principle as long as the player has the tools (either ranged skills or movement skills) to deal with that. IMO, ranged mobs trying to keep some distance from a melee player is just the flip side of melee mobs trying to get close to ranged players.

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I mean, you could just invert the whole argument and say that mobs that leap/rush at you into melee range and really annoying as ranged.

Itā€™s just part of the playstyle. Melee has to chase ranged mobs, ranged has to flee melee mobs. If neither has a movement skill (or faster movement speed) both are screwed.

When mobs leap at ranged, they bunch up on you. They become easy to aoe.

When mobs run away from melee, they scatter randomly. They become harder to hit.

If the point of view is survival, I would view it slightly different. In general, one should assume mobs are going to attack you, that is, they need to come to you so they can attack you. So ranged being attacked by melee mobs should be something one assumes will happen. Mobs running away from melee goes against this at least while they run away.

At this point I would see us getting to the point whether mobs acting this way is a good thing or not in terms of gameplay. I made this thread to bring up the matter. Already in this thread I see people saying they think its good?/acceptable?, while I think something needs to be changed.

I dont see the need to reason to change their minds. No one ever changes their opinions on the internet so I dont engage that. I just want to see why they think that way, while I explain my point of view.

I mean, I expect mobs to behave like players would in certain things. And melee trying to close in on you and ranged trying to maintain distance is something players do. Most games do this, ever since D1.
Yes, it can be annoying but I donā€™t think itā€™s actually that surprising at this point.

As for whether or not it adds to the gameplay or to the fun, both are the same thing. If something is fun, it adds to the gameplay. Likewise, something only adds to the gameplay if itā€™s fun.

But fun is always subjective. Some people have fun with vampire survivors-like games where all the mobs are brainless and just beehive towards you. Some people have fun with soul-like games where each mob requires strategy to kill.
So you wonā€™t ever reach a consensus there. Some people will think this is fun, some wish mobs just lined in a corridor to be smacked around and others wish they would make mobs more unpredictable.

I donā€™t think you should try to change anyoneā€™s mind, just like you wonā€™t change yours.
You presented your point of view, other players presented theirs. The devs read the forum so they will take note of all points of view and take them into account when making a decision (not changing anything would also be a decision).

The discussion has been civil, so Iā€™d say itā€™s been a constructive thread so far.

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I have the challenge node in rive active, it pulls enemies into me. I void cleave them too so I never notice anything running away. But now that you mention it, i kinda like that they can run away from you or repositionā€¦

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Iā€™d say the bigger issues for melee are:

  1. On death/on hit effects like the Smoldering Lithrac, poison dogs, fire dogs, etc. A single hit from these is fine but usually multiple overlap and thereā€™s no good way to escape as melee (particularly at high corruption).

  2. Ground/AoE DoT effects. Its a common complaint that these are busted (even with things like oracle amulet and armor mitigate DoT). But its particularly annoying when an enemy sits happily on a DoT pool and pelts your melee build from range while you run around waiting for it to come out/the DoT to expire.

Yes this is annoying, but I mitigate this by moving away from that mob so that it is forced to come out of the DoT area and then I can reengage.

EDIT: I know thatā€™s not a perfect solution for everyone but it normally works for me.

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Until the devs find a way to solve the ward problem, malee is to some extent gonna be a second thought. Malee usually lacks the hit speed to generate ward, and ranged can do that without the range penalty.

People say that ranged is less tanky. But my spear toss / shield throw character kind of disproves that to me at least.

I am doing the damage without needing to be close, and I just build defences. The kill speed is a lot slower, but in end of the day, as a tank you would do same thing. But with exception that for bosses you have to try harder then I do. As your not generally tanking a boss blast to the face.

Although itā€™s possible- I face tanked Aboreth on a build with no critical reduction. But I was doing 0 damage lol.