Avalanche cast by mobs is (still) wildly overtuned

This spell has been an issue the entire time I’ve been playing LE. The combination of:

  • Powerful stuns
  • Rapid repeated hits
  • Large effective area
  • Fast cast speed
  • Poor telegraphing
  • Tracking
  • High damage

Makes the danger it poses way out of proportion compared to the majority of other abilities used by mobs. It’s especially egregious in snowy tilesets, where it becomes nearly impossible to see.

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Can confirm. In fact, this doesn’t just apply to Avalanche. I get murdered more by Void Horrors and the Ground Slam than by any other attack as even with +100% movespeed you often don’t have the time to dodge unless your move skill is up and with the auto-target of the moveskill being as jank as it is, it often moves me right next to the attacker and I get killed anyway. Diamond Matrons, Profane Flesh, hell, even Wengari with their throwing attacks can be undodgeable and frustrating at high corruption.

It is standing out, yes. I do however believe that if you nerf that, you should also buff several things that aren’t as dangerous as they should be, like large scarabs and crabs that deal no damage.

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Yeah, the devs know they need to do a “balance pass” on the campaign.

It’s not just the campaign though, same monsters are in monos. That balance pass will improve the game at every level, so hopefully they’ll get to it :slight_smile:

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Realistically, I feel like all of this is doable, except the tracking.

I play on QHD and I can usually see Rime Giants just before they aggro and start casting Avalanche (edit: mistypes). A little movement speed, movement skill and player skill allows you to get in early and put as much damage on as possible, killing them (or get out of range, if you need to) before or as they are casting.

Against one or two, no problem. Jump/slide/port in just slightly past them, kill one or both and head back the way you came. When three or four spawn right around each other, there really isn’t any space to navigate that first one due to their aggro range.

If the attacks didn’t track, you could have four of them firing on different angles toward a single point and you’d still have an escape line somewhere. Maybe you cop one hit as you’re going, but you scrape through. With the tracking though, you don’t cop 1 hit, you cop multiple giants worth of hits

:rofl:

Agreed! The variance in danger between some kinds of mobs and others is really wild. I wanted to call out Avalanche in particular though since even compared to more dangerous mobs (Ospryx, most things from Maj’elka) it goes above and beyond, IMO.

I’m confused. They only use Avalanche at melee range but aggro significantly outside of that range. I also use a 1440 monitor and don’t have any problem spotting them as they slowly walk in towards me.

But yes, the tracking attack and mobs rotational velocity isn’t ideal.

I’m not sure I agree with this in principle. Would LE be better if all mobs had the same dps?

Nope! It’s good for there to be variance and it would be more boring if there was none. IMO, it’s when the magnitude of the difference gets out of hand that it becomes an issue.

The issue is the inability to move out of the way of attacks that will OS you.

A good example of this is the mechanics of Profane Flesh:
– You get hit by the big green glowy circle of don’t stand in the stupid, then you get OS. That we can accept.
– The Boulder Toss has a few frames showing the cracks in the boulder followed by a warning with smaller green circles with boulders inside them. Sure there are a lot of them, and at higher Corruption can OS you, especially if they overlap; but there is time to move.

With the Rime Giant:
– Avalanche has little to no warning, just a few frames of ground slam followed by instant death with no circles of warning or time to move. You either recognize the animation or you die.

Let’s look at another example: Osprix Lightmage vs. Osprix Firecaller
– The Lightmage starts a physical animation, then creates a glyph on the ground, it is small, you have time to move, but it does huge dps
– The Firecaller has a shorter physical spell animation, then the meteorite falls extremely fast, you don’t have time to react to the impact zone (which is also not telegraphed with a circle) and does huge dps

(On a side note, while I lovingly hate ALL of these mobs, two I mentioned have fair mechanics and two do not)

There are far too many attacks that you have no ability to get out of the way of since they are not telegraphed and the animations are too quick to react to.

Suggested Solution: All High DPS attacks have warning circles or Glyphs, and fairly long cast times – The balance to this is to increase the mob packs for these creatures so that the attacks can overlap and dodging is a mite trickier.

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To be a little bit pedantic, my experience when it kills me isn’t so much that I’m getting 1-shot in the strict sense that “one single hit kills me”, as I am getting 3-4 shotted by a rapid sequence of highly damaging hits because if the first one connects the rest become extremely hard - sometimes impossible - to avoid. For all intents and purposes it feels like getting 1-shot for sure, so I’m not saying that to say that you’re wrong. And I super agree that Firecallers can get F’d.

But I do really think that with Avalanche specifically, it’s the combination of all the things I listed, adding up together, that make it so bad. For example, if it didn’t stun (or had a smaller AOE, or had more delay between hits) you could get hit by one boulder that had been poorly telegraphed and still have a reasonable chance of escaping the remaining hits.

Alric Wolfmaw in the Arena is the worst example his Avalanche’s TRACK you to any range and continuously spawn making repositioning or staying at range useless and do damage enough to twoshot decently tanky characters. He can also continue attacking during the skill so you have to dodge his leap slams and the avalanches while not being allowed to stop and attack during the whole skill. Also it has such a low cooldown you basically have a 2-3 sec gap in between Avalanche casts.

totally aggree, actually most of my first deaths on all my characters are from the falling from the sky shit that insta nukes. Most of them I cant even see a tell i just insta death screen. Id never play hardcore with the game in this sate omg id feel so cheated. im sure it will be tuned eventually.

Understandably so. It was an editing mistake :smiley:

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