Please either increase the Soulfire Bastion soul collection radius or reduce the size of the dungeon

Doing Soulfire wasn’t so bad on some of the other characters I’ve played (but was still really time consuming), but it’s really, really bad playing as a summoner.

I normally use the blue shading of the uncovered areas to help me confirm I’ve canvassed the area completely, but as a summoner my minions are constantly aggroing mobs - quite often off screen - as I’m running to some other location. This means the mobs are being pulled away from where they were, and are often killed in areas I’ve already cleared. This means I need to backtrack far more often than any other class I’ve played.

I’ve just started to do the dungeon two levels lower than I normally would because this way I can at least run around like a chicken with my head cut off and not worry about dying, which kills the mobs fast enough that I can double and triple canvass the whole area to make sure I’m picking up all the souls, but honestly I’d rather not have to do this.

I see two possible solutions. One would be to make the soul pickup radius maybe 3-5 times larger than it is (so I don’t have to backtrack as much), or make the dungeon maps smaller. Please.

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There is another solution: Make use of your “A” button.

Sure it stinks that the summon AI isn’t that good but you can manualy control your summons so your whole problem is solved.

Why even have a pickup radius I guess? I cant see a reason to not just have the orbs constantly move towards the player and get sucked up. Make the orbs get stuck behind objects, or float over gaps I wouldn’t care. They should just vacuum up to the player from any distance at a slow speed.

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Because there is obviously skill involved as it seems. This might sound cynical but this would benefit ranged and minion builds a ton because they need to plan their approach and execution to get the stuff that was droped without a lot of backpaddeling.

I think this is a part of the dungeon experience to care about.

I dont think its actually that important.

I get what your saying, but unlike say shards that they want to have impact, the souls go away after your run, so you are just playing 52 pick up with a bunch of things that translate to not a whole lot.

I personally really hate this dungeon and dont run it because its just running over to tiny little particles then getting some gambler rolls.

I think it has the most interactive/intense dungeon mechanic in its polarity shield, I think they can just make the currency given to you when you kill something and skip the pick up sticks part.

Yeah, I think granting stacks on kills would be smoother, but probably would leave a little to the visual clarification of what’s happening.

Honestly improve the pickup rate (in whatever way) and increase the cost of switching shield types to 5 souls or something.

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It’s completely irrelevant tbh but I think they should’nt give in to much on such topics. Farming stability is irrelevant as well. Everyone is able to do so and the less monoliths people play the less loot the get. There are far to many “But you changed SB as well because we were to lazy to walk over currency drops…” topics that could arise from this.

I don’t care about it either way I just think at this point this would make ranged builds even more preferable again and ranged builds are already strong so I would take a step away from giving ranged builds even more incentive to be played.

This isn’t about ranged versus melee at all. I could be using shurikens or bow attacks and not have this problem. The problem is with knowing where the souls on the ground are.

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