When you run through a monolith it only appears to spawn mobs from a single “family” (eg, Rahyeh’s followers, insects, animals, Lagons followers). IMO it would make monoliths more interesting if the mobs were spawned from a number of different families (mixed up, not just the first half of the monolith is Lagon’s followers, then the second half is insects).
While there will be more different mobs per map, every map itself would become more monochrome with the rest of them; making the experience as a whole more homogeneous.
It would also mean that I’d be facing my archnemesis - Soul Cage, potentially in every map - removing an element of strategy, although minuscule.
Also also it seems that the monolith mods balancing is often around the type of monster which represents the timeline. I.E Black Sun gets only the “increased void damage” for it’s “increased type of damage” modifier.
Also also also the aesthetics of the map itself would suffer by having cold monsters swimming in lava etc.
Yeah, that’s a fair point. What drove me to post was the feeling that I’ll get several maps of crabs in a row. Maybe the mob type you’ve just had in the previous one or two maps should be prevented from spawning in the next one instead? That would give the illusion of more variety without you potentially facing your nemesis every map.
That’s a good suggestion!
I think that there might be a problem with the pool of monsters available though - not sure!
I had similar thoughts while running through monolith… the mob choices and RNG seem odd to the point of absurdity sometimes (Rimes in the Desert map?)
However, this is probably related to available content right now… Maps & mobs are limited to whatever is released and it could be that a bigger mob & map pool for the RNG system to pick from might resolve this issue - or at least make it less obvious.
And also time to sort through the oddities (& decides whether they actually want to “fix” them).
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