Just want to leave some objective feedback to help LE
There is a better way to challenge players then to have some tiny ground effect you can’t see or Dot be the most dangerous thing in the entire game by a large margin. Honestly it’s exhausting and isn’t fun! You can’t even blink because if you do some Aoe from a screen away might delete you in under 1 second.
Or better yet some tiny poison pool is under you and it isn’t noticeable because of shrubbery or other ground cover. Having to constantly move because if you stand still for 1 sec it’s instantly death isn’t the game play I think anyone is looking for.
Gear just doesn’t matter, double red ring, shattered worlds, armor/resist cap, immortal vise, poison dmg converted to physical and passive reduction and 4-5 stacks of poison are doing 600 damage a tick or a frozen tundra cat deletes you off screen with their breath. (it’s just a head scratcher that the Devs love these mechanics so much when all they do is make you want to stop playing)
I do love Season 2 but man some of these issue really have to be addressed. The game mechanics just need to be cleaned up significantly. Very clean visuals and just REMOVE most ground effects and tone down Aoe/Dot damage by 90%. Yes 90.
Seriously! The game will be better, BUILD diversity and itemization choices will be better. People will feel like they can play what they want and have choices in gear. When they die they will feel like they could of played better.
Also all channeled spells need to be blockable like the Harbinger of chaos eye beam can be blocked. You got that design right but somehow Lagon eye beam can’t be blocked and basically nothing else that is channeled? He’s Lagon’s harbinger and it’s the same attack.
You know what would be cool is if mobs that did some sort of charge up big hit letting you know that hey maybe use a defensive and move. Instead of this tiny plant with no visual que putting a hidden puddle on the ground that nukes your entire health pool.
Dot damage is just completely out of control and it’s not even remotely close to acceptable. I just hope at some point the Devs can really get the combat and damage intake under control. Where combat is really engaging and enjoyable for ALL builds. Especially melee who have to walk right into these channeled attacked or stand in puddles.
I just don’t want the only option is to play a Ranged build and off screen mobs before they off screen you.
I think the power creep in this game has really hurt the fun and build diversity. There is a handful of builds you can play this patch and even those builds can be 1 shot by Aoe/Dots. I feel like Timeline Bosses, Orobyss, Abberoth should be feared. Instead it’s some random puddle on the ground by a nameless mob or channeled aoe.
I came to the conclusion that good build in LE is a build that can mitigate most of DOTs while having enough DPS to kill DOT shooting enemies fast enough
Almost every build I figure out is about “how to fix incoming DOT dmg” while having decent DPS. I don’t know, maybe I am doing smth wrong
Just my 2 cents into the topic
I disagree a lot with it. I assume you mean that there are only a few very prominent and popular builds, that is fair, but its like that every patch anyway.
I also played and had fun with more builds that a really really long time, simply because this patch offered me so much more things to do and look forward to on new characters.
I think this patch worked wonders for incoming DoT damage, especially on higher corruption.
The only thing that is out of hand IMO is Possesion + Champion Monsters, those are crazy and clear outliers
You’ve clearly forgotten that Abom’s viewpoints, feelings, impressions and the like are all objectively correct & that’s why your posts are not worthy of being read.
Personally, I think that leech needs to be removed & damage/mitigation (& ward) rebalanced around the much lower sustain. I feel that because on-demand sustain (leech & active ward generation) is so high that the incoming damage needs to be commensurately high to imperil the player. And because there are fewer defensive layers that affect DoTs, especially the more commonly used/available ones, they feel more dangerous. Unless there’s bugs involved.
But ultimately, infinitely scaling content will always one shot you at some point & for harder mobs, like champions & possessed, that point comes sooner than for the surrounding content.
I don’t know, that kinda sounds like a bit of a skill issue to me if you think it’s reasonable to just zoom through high corruption content not paying attention to anything on screen. Maybe arpgs aren’t for you? Have you thought about something turnbased instead?
That’s kinda not too unfair, channelled skills have always had the significant downside of being stationary in a genre that requires repositioning rather than generally being able to facetank everything (without the downside of much lower damage).
It does a leap attack then backs offthen uses it’s AoE DoT. You have literal hours to notice this happening & the pattern recognition to kick in that there’s going to be a conal AoE. Maybe, move to the side?
Clear visuals for what’s happening I can agree with, but nerfing DoTs by 90%? That just sounds like you want to remove one of the few challenges rather than “adapt & overcome”?
Channelled skills can, DoTs can’t. If you need a primer on basic game mechanics, there are plenty available, even videos you can watch.
I feel like this the most when I play in Tombs and there’s like 2 to 3 boss type enemies that each INDIVIDUALLY have about 2 to 3 spell effects they cover the ground with. So now there’s just 9x ground effect cooldowns rotating and overlapping, and we’re in tight little hallways, and I have to spend about 95% of my time backing away into clear ground, and 5% of my time shooting a shot or two out into the distant yonder, wondering if I even hit anything. (And then between simply missing offscreen enemies, or my projectiles slamming into upward stairways, this process can become quite tedious.)
It can get quite ridiculous, and not in a good way.
And it’s still never enough. Dots/Aoe are just broken and it’s not a fun problem you can solve. It’s just a problem that never goes away. That means all builds and items go towards trying to mitigating overpowered Dot damage.
I just hope some day we aren’t here still talking about this problem. Hopefully there are patch notes that say tiny random mobs don’t do 50 times more damage than Abberoth anymore and Dot scaling was reduced by 90%, also most enemies now don’t use ground effects. So the floor isn’t lava and you can play the game.
Right and you can’t actually see any danger. You just have your health evaporated and you are like wait what is doing damage.
Totally not fun. Even if you fully stack every Damage mitigation in the game it’s still not enough to make it feel good. On top of that have to play S+ META tier builds just to have a hope of having fun. Since you need 20 million Dps just to be viable and 100k EHP.
Would be cool if there is a Season where most builds are doing well because the game mechanics allows it.
I’d like to add that it would be cool if tiny mob packs aren’t the main threat in this game over the big elite or champions threatening me. I’m not scared of Abberoth, Champions or Timeline bosses. It’s the pack of 3-4 small plants,tundra cats etc.
Things like tundra cats breath should be more of a slowing ailment than nuclear over powered damage. These tiny monters should be aiding the Elite/Champion not 1 shotting you. The biggest danger by a massive amount are tiny packs of random mobs shooting Aoe/Dots. It’s not the huge champion or elite mob. I don’t get it.
It’s just not fun.
Nerfing Dot damage by 90% is just bringing that damage in line with other damage types. I just want it to be balanced and feel like you have options in gearing and builds. Fixing the over abundance of nuclear face melting Dots damage creates better gameplay.
It’s a game with infinitely scaling damage, both of these are inevitable.
I’m not saying that complaining about DoT damage is unreasonable, but if they did nerf DoT damage massively (as the supremely skilled Abom wants), then you’d be able to push higher corruption & instead of DoT damage being what kills you & prevents you from pushing further, it might be hit damage, so next you start complaining about hit damage.
The, er, 9 ground effects that are on the floor doing damage that you’re not moving out of?
This is inevitable in any game with infinitely scaling damage, I kinda assumed you knew that.
No, you really don’t. Given that “viable” is an entirely subjective term & arbitrary in a game with infinitely scaling damage, even if you set a threshold for viability, say, I don’t know, 300c and balanced all skills around it there would inevitably be builds that are stronger than others & they’d go further so those would be the meta builds that “everyone” “has” to use even if they’re only a few % better.
What does that even mean? 100c? 300c? 500c? 1,000c? 10,000c?
What about being swarmed to death? Why should that not be threatening?
For echo’s at 1000c you don’t need anywhere close to 100k ehp or 20 Mill dps. Doing just fine with around 35k ehp and approx 7 mill dps on the test dummy.