No any problems except for embermage and rogues (whene there are 3 or more in aren), scarab hunter is anoying but not dangerous i never got 1 shoted and im playing glass canon
My biggest issue currently are enemies that can hit you with projectiles far away from offscreen (such as the scarab riders and ember mages). I personally find it incredibly cheap and some of them can deal stupid amounts of damage. It wouldn’t be that big of a deal if the camera could be zoomed out more, but unfortunately, you can’t and getting one shotted by enemies you can’t see is NOT fun .
Crystal Elementals can be brutal in arena.
They spawn in big packs, projectiles are really fast, piercing, have long range and do tons of damage.
OP monsters
Scalebane rogues
Emerald Naga
Scarab Riders
Crystal elementals
Spine hunters (why do we even have porcupines)
Osprix zealot (reduce charge cooldown please!)
Rest are fine at the high arena however embermage might need cast speed slowed down but high dmg should be fine
Diamond matron is in a weird place I kinda like it as is but maybe have it not spawn with “less damage from distant enemies”
My personal list:
Embermages - they all open with the meteorite when aggroed, it really sucks seeing 4 meteorites appear out of nowhere and hit so fast on the strike that you cannot react. If all 4 hit then you’re either dead or you are going to die from another source of damage. If there were some kind of variable timing mechanic on when they cast meteorite it might not be so bad, but something needs to be done.
Diamond Matron - Just one isn’t too bad, but when more than one spawn several issues happen to me, and that seems to happen more often than not. One is their beam attacks is high damage and tracks your movement. Trying to dodge 2+ of them can be difficult. Two is that the “Twinned” seems to be a common modifier on them and I have run into multiple diamond matrons with that modifier and it just becomes a mess. Particularly when trying to dodge 4 beams that are following me from different angles
Scarab Riders - They seem pretty spongey with high single target damaging shots that are nearly instantaneous. 2-3 can be an issue as they just hit so dang hard.
Scalebane Rogue - Attack speed can be ridiculous when 3+ spawn on you.
Crystal Elementals - The shock stacking and the amount that spawn in a mob is really rough
I fundamentally don’t like this mobs because they explode instantly on death. It represents a departure from other other mobs where damage is reasonably dodgable
Overall, I think most mobs are fine, though I don’t do arenas mostly, just empowered monos. I’m playing a pretty tanky build, though, right now, and I can see how melee or squishier builds would really struggle against a lot of them, particularly the matrons and spine hunters and scarab riders. Here’s my list, and the why’s.
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Ember mage - same reason as everyone else. Non-descript mob, no real visible telegraph (I know it’s there, but it might as well not be, it needs to be more visible) and fires from off screen. Honestly, I think that all they need to do to fix them is make the telegraph more visible (like the other caster birdy, forget what they’re called) and halve the projectile speed so you have time to dodge it. Honestly, they kind of feel redundant though? Now there are two “call-down” projectile bird casters.
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Spine Hunter Alpha - Just one of them, or two, not really an issue, but I’ve had mono maps that spawn them like regular mobs, and I’ve at one point had 7 or them chasing me. Yes, I can kite and kill them, but damn it was hairy, and their stacking bleeds are brutal.
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Arm blast golems - Mostly the electric ones that mass stack shock on you. I feel that their animation on the attack is too fast, and can’t really be dodged effectively. It kind of breaks a lot of the spirit of the game design, focused on skilled play to allow for evasion.
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Crystal Elementals - They aren’t an issue with just one or 2, but their spawn needs to be adjusted so they don’t spawn en-masse. Plus some spawn exclusions would be a dream… having Crystal, Lighting and Ice elementals all spawn on one map is just tedious. It just turns into a bullet hell twinstick at that point.
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Diamond Matrons - I was doing an “arena” map on an empowered mono, and was fighting 6 or 7 of them at once, kiting them in a circle for several minutes with them chain healing each other. I think the issue is that yes, only 1 or 2 might spawn at a time, but they heal and take so long to kill that additional waves spawn in and keep adding to their number, plus then there’s twinning on top of that, along with spam healing too. I honestly feel for melee builds in those situations.
That’s my 2 cents. I haven’t played any melee or squishier builds, so I can’t really say for the emerald nagas and such, they never really reach me.
The ambushing snake women who poison you. I’ve seen them apply a 40 stack of poison in a group without any counterplay. That’s crazy.
Also the diamond? elementals completely wreck in packs and have a habit of offscreening, as do lightning elementals. Osprix lightmages offscreen too. I’m not sure those are C9.
If anything, whatever the new mobs are doing is still not enough if it’s still possible to pull out 1k+ waves by kite clownfiesta.
The mobs which I did like in particular are the instagib scarab riders and those charging fat megascarabs and anything that gets you offscreen instantly is very welcome
There is one recurent issue: long delays in Arena.
When you’re in an Arena echo sometimes it can take long to clear a specific wave, and the next wave will start spawning. Depending on the mob types you have, it can become very tough.
Having to deal with a Matron or two is OK. But having to deal with eight cumulated waves of Matrons can be far less OK.
The issue here is more in the spawn rate than in the mob choice.
The only problem I once had in an echo with a group of Gorgons (at least 5) spammed their tornados which filled the entire sceene. Not sure exactly how many there were because I died very quick.
If you could avoid having more than, say 3, in the same place that would be less frustrating.
Cheers Euclid
Reviving this thread. The diamond matron still need a nerf. Either in HP or her allies takes MUCH lesser damage aura.
I just encountered a map in lv90mono with diamon matron, covenant of dominion, the nagasa captain arjani, packs of embermages and gold elementals. I am playing VK echo warpath so I survive by kiting, but I have no idea how other builds can survive that. Stop for a moment to cast/attack and you get either stunned by gold elementals, nuked by meteors, slammed by fire slash, grinded by satellited beam or AoE DoT to death.
And they takes forever to kill because of the stupid aura since kiting attracts more of the matron and they reinforce each other. Just a note that my build kills crystal lotus in less than 10sec but I need 3 minutes of battle to kill them all. the mono defensive mod is only 30% more hp and 30% endurance
EDIT: I am at empowered and juiced up empowered is actually less threathening to me than that enemy combination in normal mono.
I think this is just another example of the exponential difficulty that comes into effect with certain mob combinations and I dont think that the game engine has any “mechanism” to check for this…
To be sure, in certain instances, when done on purpose to increase difficulty this is fine, but not in the random mob nature of monos where the combination can propel the difficulty far higher than what it should be at… E.g. a level 90 mono can all of a sudden feel like a level 150 corruption lvl 100 mono
Hi again. Posting here again as I just got ridiculously slammed to death by Ruby Captain Arjani (echo boss version) that is hiding behind a rampant rime giant. I don’t even know what kills me until I read the death cause. His slam damage is too high for untelegraphed, fast, almost unavoidable large AOE attack. It is like the wengari slam without the delay and the ground indicator and the fire slam damage might even be higher. Furthermore, it is actually possible to encounter more than 1 of them in close proximity to each other.
Also, the density of large rare mob in Lakeside Trail map need a relook. This is a narrow long map and I have seen diamond matrons spaced not even 2 screen away from each other.
Are you all really sure about that?
Maybe I should play a character as a “glass cannon” too, maybe that will be different.
In addition, I think that people who play in high arena levels or even empowered monoliths per corruption level nicely drive up should have a whole series of “fear opponents”.
Not that some are immediately bored again.
The character I use is a ward build that can go up to 2000 ward in crowded fight. And instant 700-1000ish ward generation via skills. Not quite glass cannon. My playstyle is to generate those instant ward on dangerous situation before the start of battle such as seeing Arjani. If I did not recognize a dangerous situation, that is on me. However, if the Arjani is covered by a rampant enemies and slammed me there to death, I would say that is an unfair situation as per the topic of the thread topic. It will be frustrating if I am playing HC.
Second one on diamond matron. She is designed to be a tanky enemy with ability that requires kiting. Then, at least her appearance density need to be sparing to enable kiting without attracting a whole horde on you (exageration).
Its not fun though
I used to push ladder in Diablo 3 for rank 1 and you just leave the map when you get bad monster combinations - load the map if it wasnt Silver Spire or another good map or didnt have ‘xx’ mob type usually Goatmen or Unburied you just immediately left and didnt even try to save your sanity/time
I was attemping to farm Omnis on a Forge Guard Manifest Armor, at corruption 315+ if I get a bad map I just suicide (as its faster) to reset the map (instead of teleporting out as it puts in the middle of Hall of Time instead of the echo directly) and because loot isnt a thing at that point you dont care you just rush to the objective
basically you just want small spiders and nothing else. If you get Imperial Watchers (infinite undead spawning) Abominations in packs, Osprix, Siege Golems (they arent too bad as you just run past them) in packs you just want to reset immediately
This is always a fundamental issue with monster composition in random maps where it can pull late game enemies - theres no real incentive to bother fighting them
I’m still trying things out in terms of build testing, but the amount of damage these Chapter 9 enemies do in comparison to everything else is ridiculous. 80% of all my deaths trying out Empowered Monos is due to those stupid Embermages. I can occasionally see the projectiles coming, but if anything stuns me, even for a single frame, I get nuked by these stupid meteors.
I think the jump from regular monos to empowered monos is very jarring for someone who’s used to easily stomping the regular monos only to find that you need at least 1000 more Health to survive Empowered monos, and where the heck do you get that much health in such short time. It’s a frustrating experience, for sure.
That’s exactly what I’ve tried to make clear in so many other threads:
a) 2,000 Ward is not really much given my 10,000+Ward characters.
b) 2.000 Ward are not always as good as 2.000 Ward if they are full of resistances and halfway strongly armored (armor).
Even my archers like to run around with about the following setup (rather a bit better):
Again in conclusion:
I also fully understand that the newer opponents are partly made of completely different wood.
And yes, I have also had the dubious pleasure of being killed by them.
I found that great! (I do not play hardcore.)
The next time I knew that already much better and then just had to play differently in levels with increased occurrence of those comrades or pay better attention.
From me, EHG can still put a shovel “in enemy difficulty” on it, they should in my opinion just make sure that melee as well as ranged fighters at least have a chance to master such an encounter.
Lethal attacks are - as also more or less indicated in this thread - not a major problem IF YOU CAN DETECT THEM SURE ENOUGH IN ADVANCE.
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