Modify mod: enemies heal when not damaged recently please

Fighting normal emperor of corpses with 2 of the above mods. He heals approximately 60% of HP in 1 second after using his explosion breath. Makes defeating him impossible. Granted I stacked two of the above mod, still it is ridiculous that the only countermeasure is to 100% to 0% him in between his explosion breath. Also, with 1 of the mod, he might also heal 30% in 1s.

Or, not take them, just like taking Enrage, Frenzy, etc are bad. You can also use Damned to reduce his regen.

Also, I think his AoE channel is 2-3 seconds rather than just 1.

Some modifiers are supposed to be difficult for some builds, like crit avoidance for a crit build, or dodge for any build. Part of the game is about knowing what mods to not have active when you do the boss. Just because you find a particular modifier difficult isn’t a reason to nerf it.

Though I assume you’re just a bit pissed off & need to rant (which is fine).

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Don’t think damned will make that much of a diff with how fast the regen is. Increased DoT duration for melee char should be the only way to go.

2-3s is when he is not taking damage. Then in the time I reached him from outside the range (with 70ish ms), he regen to full.

Kind of since my deathless status on my tanky bear is now gone. The feels is more of “the boss is cheating!!” so trying my luck if the dev would consider changing it in some way.

Dots without needing hits.

Damned reduces hp regen by 20% per stack, given we don’t have any data on the target’s regen (& since damned does damage so it would prevent the heal in any event) I’m assuming that 5 stacks would prevent them from regening at all (ignoring that they would also do damage).

Unless that modifier is bugged, he should only heal if he hasn’t taken damage in the past 4s, so any DoTs you put on him would also extend that time.

TLDR, there’s several ways to deal with difficult modifiers, whatever they are, the simplest & one that’s universally available is to do some different monos to time the problematic modifiers out then do the boss.

Feedback that modifier X for build Y is difficult is fine, assuming that it’s not bugged, but a nerf isn’t necessarily the “right” answer.

Of which there are a handful of skills in the game that fall in that bracket? But yes, I should have said “the vast majority of builds”.

No idea. At some point dpending on when I start escaping the radius, his regen starts on the explosion itself.

/Rant start
I do think a nerf or a change is still necessary when the experience given to the player is: “this is bullshit” like boss regen-ning hundreds of thousands of HP in a second for a normal mono. That regen mod itself is underwhelming on 99% of mobs which gives no inkling on its working, making the situation with emperor of corpse unexpected for player. It’s unlike how other crippling mechanic like the EoC’s explosion has its indicator. Also upsetting to see the HP bar fills up so fast like the moment in other games where a scripted defeat on boss encounter happen multiple times. If player can only get flat regen(with % increase), why can boss get %max hp regen.
/rant end

I understand your perspective mechanic and its counter, but I think a better games would minimize the amount of unexpected “bullshit” moment. My opinion.

I certainly think it would be good for the devs to check under what circumstances the heal if not damaged recently can provide unreasonable amounts of healing. Videos of it happening would also be useful for the devs to map out the parameter-space then make a decision on the reasonableness or otherwise.

Actually… This might be a bug. I went back to fight him with only 1 stack of the heal mod. And he did not manage to regen back his HP on the explosion attack. But I died due to stupid mistake (trapped in radius), so I cannot confirm it again.

I think the heal stack also stack the time factor in the mod. Not just the heal amount. But unable to confirm. I will post in the bug section

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