Poorly Telegraphed High Damage Abilities

Don’t know if this is the good place to post this, but there is more than just “poorly telegraphed” to the matter in my opinion. It’s about some “insane” damage from some general/trash monster. For exemple, in divine era, near Lake Liath region, the “winged fire” throw at you fire rays that can kill you one shot… Their attack are somewhat telegraphed, but most of the time very difficult to avoid (often there are 2-3 of them in a narrow passage…). The damage dealt is crazy, and can one shot you even if you have a decent level of resistance. This amount of damage should not be possible from trash monsters in my opinion, but only from “hero” monsters or bosses. There are some other exemples, like from the tundra with mobs dealing frost base damage. Some of these monsters should be able to deliver important damage but not killing / 1 shot blows. Makes no sense and it’s very frustrating in my opinion, mostly for melee characters.

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I would say the add phase of Lagon. It’s just too hard to keep track of the 1-shot title waves & dodge when minions spawn in my way, not to mention when you get blues added to the mix you’re taking way too much damage at the same time. Further complicating this phase is I can’t always clearly see the adds.

Covenant Dominion dots are overpowered i am near lvl80 and i can manage most of enemies in fair way but if i meet a Covenant i have to use 3/4 potions on dots and sometimes i found 2/3 of them and it s just impossible they are stronger than most bosses

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This. I had this exact thing happen to me as well. Was in Etendell in divine era, was built pretty tanky and had no problem until out of no where a Osprix Lightmage insta 1 shotted me. I was just baffled and confused on what just happened even. Had ~550 fire res 400+ hp & 400+ ward. Just erased. Quite Jarring.

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I dont think the devs realize how much people, like me, are quitting the game because of that. They should resolve these issues before revamping monolith in my opinion. This is really annoying, and makes the game frustrating… and no fun at all.

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Yes, covenant’s burning ground hits really hard. I wouldn’t mind it if they were telegraphed, or I understood the pattern. So far when i see them casting it - I wait till last second and teleport behind them.

For me it’s that ***king covenant of dominion, especially with meelee characters. When it spawns those 3 fire lines, most of the time one-shots me and it does this from out of nowhere when fighting other mobs.

2nd Time covenant of Dominion destroys me just like nothing in a eye blink, dead from one sec to another. And thats with a wearbear with 60% protections, sorry guys but its not fun at all. I like playing tanky things, but whats the point when he hits you once and you are dead.

What is most astounding about this covenant is that he is just some minor random “boss”, I had no big issue so far and then comes the crazy dot machine and boom.

Seriously you should handle your balancing cause right now its not on point.

What makes matters worse is the amount of spell effects on top of each other.

I can’t see the flames under Shatter Strike.

Architect Liath’s electricity ring thing in the level 80 timeline it’s hard to tell if it’s on a higher z axis or low to the ground and further north

Level 90 Immortal Empire’s End.

The Yulia boss’s Ice Vortex just gets thrown on top of you and is almost always a 1-2shot.

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I found the Primeval Dragon’s magma explosion ability to be poorly telegraphed. From the visuals of the fire during the charge-up time, it seemed like the damage would occur in a ring around the dragon but that inside of that ring was safe. (Or, possibly, that the very center was not safe but that there was a safe ring inside.)

It also gave the impression that trying to move outside of the ring of fire would result in taking heavy damage when crossing that ring, so staying inside was the intended solution.

Edit: There were a few other instances in this fight of visual cues/expected behavior matching poorly with actual behavior. 1) Abrupt changing in the dragon’s facing before/during the ray of fire charge: moving away during the charge to an evidently safe area did not always work, because he would suddenly face me again to unleash the ray. There was no indication of turning, no delay as he swung around from the old direction to my new location, etc. 2) Similar abrupt, unexpected/untelegraphed direction changes in other attacks. 3) Half the time it seemed to ignore the decoy, or face the decoy but then flicker in my direction to attack me, etc.

That is really an interesting take on the way how exactly an ability like this is telegraphed.

Stuff like this really does not come to my mind as a veteran player, because you immediatly recognize the ability and know what to do.

But now, the way you described it, i could see how a completely unexperienced player could see this.

But i think it’s really hard to make such a big telegraph “clear” whiel not making it overloading the visuals on screen.

I would make the entire ground area that will be hit gain some magma cracks, perhaps, or a little bit of fire (similar to PoE’s burning ground effect, if you’re familiar, possibly at a lower density). As it stands, there were three apparent zones: the area the dragon is breathing fire onto in the very center, the ring of fire around the outside, and the maybe-slightly-orange middle that could just be lighting effects.

Some additional gfx would be nice, but to be fair, it does put a massive orange circle on the ground.

I think recuding the contrast between the “edge” and the big zone in the middle would help.

Also maybe making the big zone in the middle become more intense over the course of the channel would indicate the “danger”.

But it should be never to intense, so you still can see the ground

EDIT:
I think giving the animation/vfx some visual indicator over the “progress” of the channel would be really helpful to better comprehend, when the ability will “go off”

Sometimes it’s really hard to guess how much tiem you exactly have, depending on MoF modifers and also your own slots (like Time Rot, Temporal Blight and Chill)

But the point is, the uniform massive orange circle is hidden by the fancier shit they put on top. If it were just the simple orange circle like some other telegraphed attacks use, there wouldn’t be a problem. They wanted to make it prettier, which is great, but they went about that the wrong way.

This would be an excellent idea. If they want to keep that ring of fire they have, they could start it in the center and have it move out to the edge over the course of the channel; that way, at the beginning, the edge of the circle is still clear, and it also gives a time indication.

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Yeah, an expanding magma cracks/etc graphic that hit the outside when it was ready to pop would look awesome & be clearer.

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Not as “high damage” (at least so far, but I’m still pretty low level), but the charging…mammoths? are quite difficult to predict/watch out for. Maybe it’s more of a problem for me because I have 16 minions hanging around, so if there is a ground mark of where their charge terminates, it’s not visible with the screen clutter.

At the moment, they haven’t been a real threat, but I can see it becoming an issue when there are more echo modifiers, monster affixes, or higher area levels. It’s clear what direction they’re going, of course, but trying to see where the charge ends (and thus, when you’re safe) seems to leave up to a third of the screen as a potential danger area, and that gets annoying.