Enemies Do Too Much Damage?

:slight_smile:
I know my maths can be a bit wonky, but I think it’s 2 x 9.5% more, not 21 times. And why are you multiplying it by 2?

I was using the numbers in Matke post were he saying Mono 1 with 47.5% resist approx. 1/2 of his life being lost per hit and then in mono 2 with 95% resist and an 10% more damage it a 1 shot.
I am attempting to calculate the damage increase between Monolith 1 and 2.
That gives a 2X damage taken on the front since its going from 1/2 healthpool to 1x health pool of not more.

From the example a normal white skeleton ^^. As I said in one timeline get 3 dmg and a timeline later I’m done after a 10% dmg increase vs same level enemys ^^.

You have 0 armor ? O_O a White skeleton ?

92% armor 100% GB 100% CA @700ish HP.

Seems impossible to get OS with your set up… In particular against a WHITE skeleton in monolith at timeline 2…
92% armor ?! That would be around +10k armor right ? Big numbers there…

I don’t know what else to say ^^
Ask the devs about it, you might have a bug… (or you’re trolling us maybe ? :slight_smile: )

Gonna need some screens and/or video bud…

There are definitely situations where mob damage is too high, particularly against melee builds. I think some notable examples are skullen pyromancers, winternids, and maaaaaybe ice wolves. However, I would say most things do fair and manageable damage so long as your defenses are built right.

Perhaps the issue is with players not understanding the defensive mechanics in this game, which is understandable. Considering the fact that health in this game is one of the least viable defenses, especially in comparison to protections, glancing, and dodge, I can see how some players would end up confused. The only way I’ve made a health melee build work so far was to get 60% leech on top of 2600+ hp, which isn’t exactly obtainable for a lot of melee builds. If that’s the level that makes health work [for melee builds at least], I can’t even imagine how much new players are suffering trying to build health, which is typically the main defense in an ARPG provided your resistances are capped [which is impossible in this game], and thus the defense that most new players go for

Yeah I do as well :). The thing is recreating this is kind of 1 in a 100 or 1000 the possibility of it is what’s making me thinking ^^.

For the dmg vs melee enemys I think Torchlight 3 did a good job. After using a melee ability you get a dmg reduction buff for a short ammount of time.

Why give a global def buff when your issue is probably a bug? As denoted by the 1/100 chance.

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In my opinion, all “on hit damage” are fine (winternids are ice dots however ^^) thanks to glancing blow diminishing it by 50%.

The truly dangerous thing, in particular for melee build, are all dots damage that goes through block and GB, so Death Screech, pools of poisons, winternids, most of Siege Golem attacks, the blizzard spell casted by some wengari dudes.

I don’t particulary like the fact that dots are so potent in this game, either for a build perspective (all the poison builds at the moment will deal at least +10 times the damage compared to the other builds) or from the mob perspective : dying in less than 1 sec just because you were in contact of a dot feels worse imo than being hit by a big attack.

Unfortunately, it seems like the devs are heading towards more dots damage to counter players build, we can see that by the design of the truly annoying Siege Golem and the once OP (they were nerfed by 33% thanks god…) Winged Fire mobs.
And this is sad because it mostly hurts melee players : range build will always be able to keep their distance with the mobs and to kill them from afar without the mobs ever touching them.
Melee build don’t have by nature that “luxury”

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Malestan have a point here.
Melee builds have big problems with dots, especially poison and necrotic.
As for the siege golems they just get minor nerfs so far and they are from deadly to annoying.
Even if they dont kill you it is annoying to try to avoid their big hits and fight 1-2 and even 3 mins with each of them in a monolith where you kill the other mobs, heck even the boss in 1/3 of the time and without trying to kite/avoid their big hits.
Had recently a monolith run where there were around 17-20 siege golems in the whole map, it was my worst monolith run, i was so tired/frustrated at the end , i had no fun in that.

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Had recently a monolith run where there were around 17-20 siege golems in the whole map, it was my worst monolith run, i was so tired/frustrated at the end , i had no fun in that.

I think they nerfed the fact to find +20 siege golems and wengari patriarch/matriarch in one map of monolith, now you can only find one of those i believe :slight_smile:

Necrotic and poison are not dangerous if you have the gear to counter it (namely, the new affixes with necrotic and poison damage taken on armor instead), that’s the problem about it : these types of damage over time are so potent and so much more dangerous than the rest of the other damage types that you need to have very rare and specific gear to mitigate it.

if i am not mistaked i had that 4-6 days ago so there still are so many siege golems.
It was after mono 20+.
if i find again 5+ siege golems in mono i will try to take screen shots. :wink:

As for the necrotic to physical and poison to physical new sentinel affixes they are so rare that after over 2 weeks of grinding i have only found 1 poison to physical and 5 necrotic to physical on items/drops.

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their max and min number has been reduced but there can still be multiple of them in one monolith. It is only for arena that you find one per round.

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I think you underestimate the playerbase here. If you read other replies to the original post everyone here has talked about damage mitigations such as resistances and glancing blow. These people clearly are arpg veterans.

For a player to have to stack so many layers of defense just to survive and still take so much damage the game clearly has a problem. People here have even calculated it might be bug issue.

Part of the problem is the forced scaling in the Monolith. One important distinction from Diablo 3 was you could choose the rift level. Iv’e been essentially progressively getting weaker every character level. My equipment/skill points don’t keep up with the scaled mobs so they continue to do more damage and get tankier.

This leads to some extremely bad results and takes the control out of the players hands.

  • 1 Shot Issue
  • Tanky mobs that are simply to slow
  • Forcing changes like 2h to 1h weapons (as mentioned throughout the thread)
  • Forcing specific builds

Last Epoch is a good game, but it definitely carries the same flaws as Path Of Exile / Diablo and other games that use multipliers. I believe Blizzard may have finally recognized this as Diablo 4 was supposed to tone down the multipliers. They are simply inferior and inevitably result in massive balancing problems.

Yes, if the Build isn’t viable at all the developers need to work on making it perform better. There is already an inherent penalty for choosing lower performing options. You would progress slower and it would be more tedious.

In the current state it’s pretty bad. The most fun I had was doing a Necro build while adding physical aoe damage from my character. It felt like a player/pet synergy and was far less boring than just letting my pets tear through everything.

The damage was simply over whelming , then the late game AOE just ruined everything too. Now I’m enjoying the game far less.

Last Epoch definitely have some flaws, that’s certain…

But it’s a work in progress, it’s still a beta, an early access :slight_smile:
The devs are listening to their player base and are very active to adress some annoying issues (just like the problems with Siege Golems… :stuck_out_tongue: ).

I won’t be surprised if they implement new mechanics for defenses or are going to tune down some mobs.

I agree, 2 handed weapons feels VERY lackluster at the moment (except for Plague Bearer Staff for poison builds which is OP) but as i said above, its a work in progress.

They are not “forcing you to play specific builds”, you can play any build you like, some builds will just be more effective than others, and that’s true for any game :slight_smile:

For example, melee have quite a rough time in LE, but i still enjoy it a lot, despite the fact that poisons build far outclass any melee build in damage and survivability (kite is always king in ARPG).

And i won’t bet a penny on Blizzard doing things the right way for D4 after seeing what they did recently with their current games…

Yes, if the Build isn’t viable at all the developers need to work on making it perform better

I don’t think that every build should be viable.
Under performing builds are fine as they are if you just want to have fun.

You mean that every build in an ARPG has to be performing well ?

The fact that you would like to play a certain way which might be non optimal (for example, playing with a physical aoe skill and your minions) is not the developers problem in my opinion, it’s your problem, your responsability…

It’s the same as if i were saying : “I would like to play a Mage who can go melee and facetank everything”, but that’s not how Mages are supposed to work in Last Epoch, you can’t facetank with them because their best defenses, ward, can’t allow you to facetank.
However, it allows you to be a kite god.

They designed it this way.

Now, i’m not saying that build diversity isn’t good, because it is.
And i would love to see some buffs/love to some underused skills (they’re already doing it for some skills like warpath)

What i’m saying is, if every build is good/very good, then what’s the point of playing actually ?
It’s just like POE : zoom zoom, one shotting the whole screen with a sub optimal build and poor gear… I DON’T want to see that happening to LE (and i’m sure it won’t, the developpers are great, they know what they’re doing, they have a good vision of what they want to create :smiley: )