Super, duper, amazingly cool and fun and fair. This is fake difficulty that I’m not choosing to inflict on myself and that absolutely does not scale in a realistic way with the general difficulty of the echo, especially when echoes can already have very challenging modifiers. And they’re everywhere, and it’s pretty apparent that they target bosses or other elites before lesser ones within a certain distance.
You can’t realistically avoid every cocoon, and now you’ve got some insanely powerful mob that can teleport on top of you from off the screen, without telegraphing, dealing massive AoE necrotic damage, and will chase you across the entire map. More often than not, they’re more powerful than the echo bosses or even the monolith boss, or even a damn Shade. Hit the wrong cocoon? Well now you’re screwed, and now you’ve lost the echo benefits because of some BS you didn’t mean to engage with. Get the wrong shrine and walk into the wrong area? Well now it’s crushing every cocoon around you, and you can’t help it.
Please consider letting us disable these cocoons in the Weaver Tree–even if takes 10 Weaver Points. There’s zero benefit to actually cracking these open vis a vis getting steamrolled by something that you can’t dodge or even run away from with high movement speed, and that gives you zero real rewards vs. any other mob if you decide to deal with it.
Sorry for all the edits, but I keep thinking of more ways to express how much this sucks–and how it makes the already big jump in difficulty to empowered monos way, way, way harder and creates a big barrier, IMO at least, to enjoying the endgame and to keeping players engaged.
Despite all of that, I’m a giant masochist and I really enjoy this game otherwise, so I’m going to keep banging my head on the table until a build works, even with this terrible mechanic, haha.
The only time in the game I really notice the damage spikes from the cocoon stuff is when I’m in a Cemetery or Tomb. Then it can get reallyyyyy spikey. Most of my deaths this season that did not occur with a boss involved have almost all happened within Cemeteries and Tombs.
Since they’ve already got some Weaver nodes that actually enhance the cocoons I think they’re could easily be one or two or three nodes behind (off of) that one (can’t remember its name) that could remove this, or downgrade it for a different kind of trade off (like Oryboss not adding on Corruption etc.)
I only think possessd enemies are a problem when its a possessed champion, those cause massive difficulty spikes.
But I think a point in the weaver tree to disable cocon from possessing rare or champion enemies could be a solution to not create these difficulty spikes.
Just to pile on… another giant difficulty spike on top of this is when you’ve got possessed champion mobs that not only give more armor to nearby mobs, but you’ve got multiple other nearby mobs, or even the echo boss, giving the possessed mob that’s just dropping onto you from off-screen the same buff at the same time… on top of the added +100% health or whatever from certain monos, even at only 100C. That sucks so much and is so discouraging.
Very accurate, and I’ve abandoned it to keep trying to make Flurry work on my latest build… this is probably attempt #10, hahaha.
Also… I didn’t realize you could see my characters’ names on here. Please ignore, lol. The one with the name I don’t want to repeat here is working really well so far, outside of getting nuked by possesseds.
Best of luck to you. I don’t really know enough about rogue to offer any advice other than 2k ehp is quite low when entering empowered so I’d look into ways of how you can increase it.