Some of the large enemies in Tomb asset locations have a necrotic-based beam that seems to be channeling-based ability. At the same time some of these enemies can have teleportation abilities. And when these enemies cast their beams (that hit for 2040 damage per tick 4 times per second on a highly overcapped necrotic resistance, AT CORRUPTION 100!) and THEN decide to teleport right into the player’s face, that teleportation ability DOES NOT INTERRUPT the channeling of the beam. Which causes you to melt in two, three ticks tops even if you’re “built for survival”.
This needs to be fixed. Enemies that enjoy off-screen teleportations must be prevented casting any effects for at least 0.5 seconds after teleporting. And, naturally, they must get all channeling effects interrupted, just the way we players do.
And it gets worse still: just like one of the Fateweavers’ huge radial AOE that hits you with 4k+ lightning damage AND penetrates Warlock’s Profane Veil, so does this necrotic beam ability. Most likely this is caused by the fact that both abilities are tagged as “damage over time” and therefore Veil refuses to save you from their effects. Which is absolutely, completely, utterly messed up.
I suggest that while necrotic beam ability should probably retain its “DoT” tag, the Fateweaver’s radial screen-wide AOE should most definitely NOT. If a player cannot make it out of the zone in time, but has his save ability off cooldown, the player MUST be able to survive it by popping that cooldown, not die immediately because of “joke’s on you, its actually a DoT”.
A player expects his Panic button to perform as a Properly Working Panic button whenever he sees a screen-wide AOE dropping atop of him. He pops that Panic button reflexively. And then it does not save him as expected. Is the player happy? Does he enjoy this situation? Is he having fun?
(P.S. The ‘reply to’ function of this forum is not as intuitive as I’d want it to be)