Absolutely, I have stopped chasing them. Far too many everywhere.
And if you don’t die a horrible death once in a while because you get overexcited and aggro the entire map trying to chase a loot goblin, what’s the point in having them in the first place?
Echoing what others have said regarding loot lizards, fewer of them with better rewards would be preferable to increasing spawn rate in monoliths.
Additionally, lot caches feel super ignore-able most of the time. They often don’t feel like something worth fighting towards after level 20. Might just be me but thought I’d mention it.
This is extremely frustrating but I have found that if you can run to get in front of it that it will turn and go the other way (back in the direction you came from) so as to aggro fewer mobs.
I too think they are at the moment either “ok” or too many, so making them more populous is not a good thing in my opinion.
In a similar veign to having neceotic versions of golem and skeles, i would like to see more cold variants added, like wraiths and zombies. I love cold as an ailment but its difficult to pull off a cold necro without supplementing by fire minions.
Oh yes, I normally don’t post bug reports in here, I just go with the in game option. For this specific bug I marked the “not able to progress” thing, I felt it was appropiate.
Excited for 1.2!
I understand that these dev log posts are designed to provide an increased transparency between the developers and playerbase, but I feel these posts miss the mark entirely when it comes to the playerbase deciding whether they want to invest time into the game or not. I know that opinions and reviews are entirely subjective, but they do communicate guttural emotion that’s a far bigger driver of liking a game that patch notes simply cannot communicate. By that, I mean the dev team really needs to consider the following questions:
- How does this change make endgame more exciting (A lot of negative posts are about how the endgame is boring, and that’s something that needs to be communicated directly)?
- How can a player be sure that a skill node or unique item interaction actually works as intended, since there is a long history of skills being entirely bugged or non-functional where the team just sits on it for over a year and nothing is being done about it?
- Similar to the overall endgame experience, what is being done to make dungeons seem exciting and not simply a timesink that people have to drudge through to get the equipment upgrades needed to feel a proper progression in a build (and in the case of Temporal Sanctum, account for the fact that LP slamming RNG may potentially screw a player over and cause feelings of frustration rather than enjoying the game)?
All the other things are secondary to the three points above, and the dev team really needs to communicate that in order for people to feel more comfortable that the game respects their time and money. I’m aware that there’s the weekly dev chats, but they often give very vague answers like “performance is a priority” that are just buzzword-filled empty slogans that do nothing to address the gut feelings. Things that EHG have posted in the past like “this zone is optimized so it went from 40 FPS to 60 FPS” do a much better job in addressing real concerns.
Also along the line of necrotic pets… There really really should be an item that converts storm crows to necrotic and makes them look like the crow enemies near Hartons ship.
I mean, that would look cool but be as worthless as fire conversions on Tornado and Earthquake. Can we please stop giving Primalist classes the useless conversions?
Maybe an MTX minion skin to change their appearance would be better.
I found a use for fire conversion on earthquake, though I think these niche-case conversions would be better shifted to unique items / sets like Hakar’s Phoenix.
I just need a fire conversion on Gathering Storm / Stormbolt now
I could see fire conversion for EQ, really Upheaval, as it could be related to rupturing lava lines. But that’s the best justification I can see for it.