Monolith is such a mess. There, however is something really bad, even gamebreaking.
Use a mage. When you enter a monolith teleport immediately. Suddenly everywhere, and I do mean everywhere, mobs will pop up. I did so and got right between 5 golems and a bunch of other mobs which popped out of literally thin air.
What is happening: when you enter a monolith I don’t believe you are actually inside. It only triggers once you start moving. Thus, if you use a movement skill to start off (like in every other ARPG) you trigger a massive spawn out of nowhere which may include a bunch huge yellow monsters in tight corridors.
The easy fix should be to not spawn monsters at the monolith entrance at all. Like Path of Exile did years ago. In PoE there are (usually) no monsters around entrances just so you don’t get overwhelmed out of nowhere like this.
This is a known issue (with Teleport or Transplant skills), and I can only imagine if it was this simple to fix it would have been done already. I feel like there’s a larger technical problem or limitation at play, similar to the issue of returning from a town portal that resets the area. We know these issues will eventually be fixed, just not the when.
That should be easy no doubt. I don’t think it’s a movement skill issue though. I think it’s a net code issue. I’ve used movement skills opening and not had this happen before, usually when ping is high. (verify by pinging the servers via cmd)
Not sure why, as I thought LE was single player aside from chat for now but…
I have noticed this as well while leveling my Sentinel. It is not just with the Monolith. I’ve had this same thing happen during the campaign, Enter a zone, use “Lunge” on a breakable item, and the all of a sudden there are mobs everywhere. It does not happen in every zone though. I can say I did experience this today going through the portal from “Heoborea” to Heoborean Forest" I had Lunge on auto cast. as soon as I loaded in Lunge went off at nothing. I had enough time to think “That was weird, I did not break anything and there was no mob” then all of a sudden there were mobs all around me, but they had not started attacking me until i moved again. Later i came back through Heoborean Forest, this time from Nomad Camp. I was headed to Ice Caverns. Right before I reached the portal to Ice Caverns my auto cast Lunge was going off and shooting me around the area like there were mobs, but there was nothing there. I hung out a few minutes, but nothing ever was there and eventually Lunge stopped going off.
pinging chat servers* I guess if you needs specifics.
There’s also a login/telemetry server.
Unless these are all peer to peer atm…
However, I notice hangs on calls to disk resources as well, so if you’re running on standard disk this may be an issue. (esp if you have disks set to power off after idle)
Yeah. This can be really annoying. I thought it was intended. So as if you move a specific distance from the entrance mobs spawn behind you to add some challenge. But for squishier classes that need to play carefully it’s a mess. Usually you know which direction your enemies are and where the safe spot is you can kite to. But not this way.
But I don’t get where the relation between a movement skill and the spawn if mobs should come from. Why would a specific skill trigger mob spawn. Very weird.
So can it be avoided if you just walk without using a movement skill? Or do mobs spawn behind you at a certain point nevertheless?
Was there an official statement that theres a bug with the monolith entrance? This all sounds intended to me. It’s not like a loading issue. The mobs don’t spawn if you don’t move. If you move the mobs spawn. This only happens once at the entrance. Later there is no spawn behind you.
It feels line theres a safe radius around the character when you enter that prevents enemy spawn at their spawnpoints near the entrance. But a soon as you move on the safe radius moves with you or disappears leaving the spawn points behind you. And as the safe radius leaves the spawn points open, the mobs spawn.