Having a Nemesis that does the bulk of their damage after they die where the items fall on the ground and lose them isn’t good. I don’t think this Boss needs tuning, just needs to be removed from the rotation so people don’t lose priceless items.
It’s just always nerve racking when the Poison Nemesis spawns if you have something valuable in there. Might be best to just not even engage that boss and just Tele out of the Mono in the meantime. (A suggestion and PSA so new players don’t lose items)
Now if you want to start having people ressurect at the Nemesis so they can pick up their items after death. Then cool. Or if you want the Nemesis items to be stored in a stash so they aren’t laying there on the ground with a risk of losing them from death. Cool.
Maybe both should happen. Maybe there should be some auto pick up of legendaries or Unique that goes to stash other games have it for QoL and protection.
Yeah, it’s a good thing there isn’t an affix that would remove all stacks of poison in one click. That would be totally unbalanced & neuter that particular mob/boss.
Probably not unreasonable.
Or they could fix the issue that’s preventing them from having persistent zones, which would also fix the issue & that was promissed years ago.
Since you’re on his ignore list, it should’ve probably been better if you explained that was an irony, because surely there are lots of people that aren’t aware of the Ward and Ailment Cleansing on Potion Use belt affix.
I’m English, I think it’s illegal to have to explain that.
I know he would never not run without that affix so I’m sure that this entire thread is a very cleverly constructed educational event by the most peerlessly awesome pro-gamer LE, nay, the world has ever seen to help those poir benighted mouthbreathing knuckle-draggers get better at their game.
I hate that version as well, but mostly because I do not know how to tackle her with a melee char: When the sickening rain is called for, I cannot escape it and thus need to hug the nemesis and outleech the damage. But then she pulls out the whirlwind and I am stuck between a rock and a hard place. And die. So more than often I bite the bullit and hunt her down for the challenge in a regular mono which feels humiliating.
What’s hilarious is that people want you to take an affix that makes your HP character even more useless and they think you won’t run out of potions. There’s just no room on gear to add some helpful things because then your character suddenly has issues with something else because now there HP is too low or there damage dropped 20% or something stupid like that. It’s hilarious to read some of the responses.
Fact: Damage over time mitigation needs a complete rework in the game. It’s just like most of the other systems in the game. Dogshit. Throw it out and start over. The game still feels like it’s in an alpha state and should never have been released. Money was probably running out, so they rushed to release it.
LOL. This is a great example of how ridiculous the fanbois are. People come with legitimate concerns and you guys chase them away. LOL You should give the devs more of your money, because your loyalty to them is questionable /s.
I never dismissed your issues. I was correcting a single point in your statement that was incorrect.
But as usual, you prefer to simply label everyone that doesn’t amplify your echo box as a fanboi, rather than actually engage in discussion.
I believe @disturbingsecret was referring to the fact that melee chars need to invest in DoT mitigation affixes (either explicit or implicit) which prevents them from investing more in health, armor or damage.
Your reply looks to me a bit out of place, at least I do not get the context.
It also looks a bit patronizing.
That’s not what he said. He said that having to use that prefix means giving up on HP. Which is not true, since one if a prefix and the other is a suffix.
I merely corrected a wrong statement without making any judgement on any other part of his arguments.
Pretty much everything in LE is about finding this balance. You need to balance resistances with HP/Ward/Armor/etc. You don’t have to invest into DoT mitigation. Many melee builds actually work better if you simply invest into leech. It’s a give and take that makes builds feel unique.
Plus, there are more sources of ailment cleansing other than using the belt affix. Plenty of skills give you cleanse on use. The belt is just the easier to get with possibly the least trade-off required.
His point is that defences against that form of damage are lacking. Regardless of what him mixing them up… it still his opinion.
Now is it correct? I think ailments and dots are to strong and hard to defend against, partly because they are un-intuitive in how they work.
Making it more simple to understand or adding optional affixes /prefixes that allow you to double down on what you wanted ain’t bad. It’s just different to what we have now.
Should maybe HP be available on both? Should dot mitigation be on both? What about damage? I am for it, as I hate pointless Symantec and arbitrary locked down decisions.
Nothing making affix and prefex availability outside of what the devs chose at this moment [can and should be changed]
You are stating exactly what I meant. HP builds are just inferior to Ward builds. The game is really show casing how a handful of poor design choices can really kill a games balance. 3.4K players currently. The number continues to drop.
I think for a lot of folks who leave, it’s hard to point to any one thing that drives them away. There’s a myriad of bad game systems that just ruin most builds and cause frustration. I think many of the games systems really show off how punishing the game is, and no real gearing or skill can overcome them on some class builds.
The game as a whole is basically, mediocre. Many of the design choices are just falling flat. Maybe they can be tweaked (the likeliest option) but many of them just need to be thrown out and something new designed in their place.
I spoke in platitudes, and many of these fanbois just can’t think outside the blinders.
Well, first why should the developers expect an affix that gives an HP character ward on potion use to be an option? Further, the HP character, that already does less damage than most, now has to sacrifice some damage potential as well. The entire game is full of unintuitive, poor design choices like this. The people making this game have great technical/managerial skills. They lack any real wisdom in game design though. The choices they’ve made really reflect this. I hope they can figure it out soon, because the game continues to shed players. I don’t say this to be mean, it’s just the reality of the game.
My suggestion is that the type of Nemesis should be shown in the panel before players click “empower” or “challenge” because the lost of losing good items is huge somtimes. This will lower the risk of losing good items.
It is fine for me if there are a few number of insanely high damage monsters out there. This is good for both players want to avoid risks (the number of these enemies is limited so they can choose to avoid) and players want to challenge.
There is also some builds that are good at these glass cannon enemies. I have a reflect build and the poison nemesis is my favorite one.
Because hybrid & low life are a thing and it’s just a phenomenally useful affix at t1 on a belt such that every build should use it. Is it good for a single affix to be that globally useful? Possibly not.
That’s a very weird take. HP/ward has no interaction with damage. You can have low damage ward builds just ss much as low damage hp builds. The concepts of hp/ward and damage are literally orthogonal to each other.
Yes, that’s likely because this is their first game, so not making good balance decisions isn’t unsurprising.
This is a great suggestion due to the nature of Nemesis and items falling on the ground. I think it should be a temporary solution though to a bigger problem in design where players get killed in a way that is unavoidable. (hidden spire damage, off screen damage, overtuned dots, bugs)
Priceless item drops on the ground you should be able to pick it up or if you get zoned out it should appear in your stash. This isn’t revolutionary game design other games do it because it’s common sense that you will always feel bad losing an item.
It’s way too easy to get off screened damage interacting with the Nemesis screen or when activating. This just needs to be way better of a polished mechanic.
PS - Remove spire maps while we are at it. If something isn’t on my screen it shouldn’t be damaging me. We are in an ARPG to farm monsters.