Buff Loot Lizards – Make Them Elusive, Challenging, and Worth the Chase

Hi EHG team,

I wanted to suggest a few improvements to Loot Lizards that I think could add real depth to the mechanic and reward skillful play.

Right now, Loot Lizards are more like free loot than an actual challenge. They rarely escape, and there’s no real urgency or strategic consideration when they appear. I think a few tweaks could make them a lot more exciting:

  1. Escape Mechanics: Give Loot Lizards a real chance to get away. A short delay before they start running, followed by fast movement toward an escape portal (or burrowing animation) would raise tension and make spotting them more impactful.

  2. Tiered Rarity & Challenge: Add rarer versions of Loot Lizards that are much harder to catch and drop significantly better loot—exalted items, rare idols, maybe even low-chance LP uniques. These ultra-rare lizards could teleport, use decoys, or have unpredictable paths.

  3. Mobility Skills Matter: Builds with traversal skills should have a real advantage when chasing these down. Right now, movement is often secondary in build design. This could give players a new reason to include mobility beyond combat utility.

In short, Loot Lizards could evolve from a minor bonus into a genuinely exciting moment in a run—one that rewards attention, reflexes, and smart build choices.

As a Judgement Paladin main who is in a high corruption monolith - I highly disagree with this statement - it would be fun if your a character that can chase the lizards around and/or can easily kill them - specially ranged.

But on character(s) who really relies on enemies coming to them and or immobile enemies, that suggestion would a hell or in the least extremely annoying if implemented, as it would require you to chase around the lizard instead of running the dungeon efficiently.

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I don’t really mind them not being a real challenge for most builds.

My main gripe with them is, they are way too frequent and give moderate loot at best, especially during mid and late game. Early they are kidna excisting but this dimishes more and more the more you get into endgame.

1.2 already made them rarer and a bit more rewarding, whic hwas a step in the right direction, but I think we need to get further. Make them even rarer and make them big loot jackpots.

On a very well devloped character in endgame they can be come more annoying than anything else and sometimes if you have multiple of them spawn and walk into different direction I am not even chasing and running all of them.

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Totally fair point, especially for builds like Judgment Paladin that lean heavily on stationary combat and enemies coming to you. I get that chasing a fast-moving target could feel frustrating in high-corruption maps where efficiency matters. I get where your coming from as I have a Primalist with almost NO mobility - but that mage with teleport could get MORE play.

That said, there are tools in the game—like gear that grants Haste, Evade, or movement skill procs—that can help bridge that gap, even on less mobile builds. Mechanics like Loot Lizards don’t have to be mandatory content, but they can offer an incentive to experiment with gear, passives, or even other builds.

Encouraging players to occasionally think outside their main class—or the must-play class of the day—can actually help keep endgame variety and engagement healthy. It’s not about punishing slower builds, but offering little moments where mobility pays off.

Technically - thinking of my Primalist - I am recommending a change for a high tier liizard that - might actually - GET AWAY! - and that is OK!, if your in a situation where that angle was not right or you disrupt 30-50 more mobs then that is a decision you would need to make, is it worth it right now?

For me, I kind of just wish they didn’t show up so much. They’re ok in concept as a random moment of frantic chase that changes your gameplay a bit, although like you said maybe they could lean into this more, but like others have said, this is highly build dependent. However, like most things that are supposed to add variety, if they happen too often they just become noise and annoying noise at that. I feel like I constantly see them and I’m not even specced into the loot lizard weaver tree outside of some very specific situations.

I’d much rather them be much rarer and then just boost the rewards accordingly. Just in general I think a lot of the event content could be made less frequent but more rewarding. Not by so much that it’s impossible to find, but enough that it feels special, or at least different, when you do find it. Having every single echo have some combination of nemesis, exiled mages, champions, tombs, lizards, etc. is just kind of exhausting and it makes them not feel special.

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They’re easy “too easy” lol. Seriously the loot is usually not good but OK. It can’t be great all the time.

Lizards mostly drops gold and shards for me.
+1 to buff

This already exists. Want them to be elusive? Don’t spec into them in the Weaver Tree.

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The thing is: When you introduce a mechanic that can cause players to have to go the “extra mile” to actually play the mechanic, it can get frustrating. “Now there’s a new mechanic, and just because of that mechanic you have to add something to your build that isn’t normally important to that build.” That not only sounds a bit lazy, but also more like the classes have to be the same in this context. “You just have to be super fast now.”

I understand that can be annoying, but I worry that it ends up not necessarily encouraging players to think outside of their main class occasionally, but more along the lines of, “Oh, great, now I have to add this affix or use this item instead of using the good stuff.” I’m thinking of other ARPGs and their affix to find unique items. It’s just not for everyone, and to be able to think outside of your class, you need good, sometimes simple alternatives that the developers may have to provide first.

I could imagine it would be cooler to do more with the lizards. Off the top of my head, I thought of something like a lizard cave. You could, if you wanted, hunt lizards on the side to get their tails, for example, and when you have a certain number of tails, you burn them in an altar that opens the entrance to the cave. In the cave there are special lizards and at the end a dad lizard or a mom lizard as the final boss, who have the chance to drop everything out of the timeline, or something like that. Well, unfortunately my creativity wasn’t enough for the contents of the cave, only for the tails and the lizard parents. Or you could leave out the cave and use the tails to attract a large lizard.

So instead of expecting extras from the classes, I would rather have extra content for all classes.

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They increased the time that they burrow without interaction from 20s to 40s. So you don’t need to rush at them. You can hit them, they run away, and then you have 40s to deliver another hit.
So you have lots of time in which to kill the lizard.

The only time this is the case is with lizard shrines, but that is supposed to be fun chaos and most builds will struggle to catch them all, unless you manage to herd them all in the same direction, which is rare.

Oh my… this was referring to a text Ontonomo wrote and has nothing to do with the current situation. I don’t even understand how this applies to the current situation, because it’s about a theoretical game mechanic, and all classes are supposed to be fast because of this new and theoretical mechanic. Your text makes no sense at all.

He was talking specifically about the game adding Lizards and the need for your build to be faster.
You were replying to that, saying that a new mechanic (lizards being implied by the conversation flow) shouldn’t require you to change your build.
I said that because of the fact that some builds are slower, EHG changed the previous mechanic that required you to be faster and they doubled the time you have to do it, so you don’t feel obligated to change your build.
Does that make more sense now?

No. It’s still not about what EHG has already done. I’m talking about the idea of ​​adding high tier lizards, for which you might have to change your build, otherwise they’ll be gone.

My main issue with the lizards is their loot table sucks. It doesn’t seem to scale as you get higher in corruption, making the chase/risk not really worth the hassle. They feel more like a noob trap for people who want the equivalent of the old loot goblins.

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