Great post, @LizardIRL.
The linked videos show how tricky it can get in Arena trying to deal with something that doesnāt feel your fault - Iām in that position myself.
The one-shot from a lot of mobs have been reduced, but when I was reviewing your videos I noticed that it doesnāt appear to be a single shot taking away nearly 1.8k health, but a series of 600+ shots in such rapid succession that the player has no time or chance to react. Itās hard to see the actual damage numbers in your vids, but this is how it looks and feels to me going through the same effects on my char in Arena.
Almost all my deaths in Arena come from ranged mobs all hitting me at once with no time to react. My health gets stripped away regardless of resists and while I still have ward.
For me, this is particularly noticeable at the beginning of a wave when a pack of archers spawn and all fire at exactly the same time as soon as they spawn, before I can even get a hit in sometimes.
[Maybe devs could look into adding a short delay to ranged attackers when the spawn].
This means no chance for the player to regain health from leech or generate more ward in between hits.
And the problem gets worse the further you go in Arena as not only does the damage from a single hit increase, but the quantity of hits also increase as the mob packs grow larger and larger - becoming exponential damage the further you progress.
This means - hypothetically - a player takes 5 hits of 20 at wave 20, but 10 hits of 50 at 100 and 15 hits of 200 at wave 150. It also means that by wave 250, 3 hits of 600 will kill you. These are just rough-guide numbers, but I hope you get my drift.
I have had 9 stacks of cold shred from a rare mob in Arena, but luckily all the mobs around me were doing void damage!
So I donāt think itās the shredding per se or big hits from boss mobs ā¦ itās the quantity of hits all at once getting worse and worse as we progress through Arena that at some point just become unmanageable regardless of the character, item build or player skill.
Melee seem to be suffering a lot more than ranged in 0.7.10.
For me (melee spellblade) getting into range to hit archers/throwers before they all hit me at once is some of the trickiest gameplay now in 0.7.10. Beetles, Golems etc are much more balanced, are easier to take down and you are far less likely to be one-shotted. Itās back to what FoE mentioned in a post from 0.7.9 patch ā¦ most of the damage can be avoided. And also how you pointed out how to juke the ogres.
I can face tank three ogres without juking but still die to 3 trash archers because I canāt get to them quick enough. Feels a bit like Agincourt.
Itās not the bosses or rares that concern me now in Arena - itās the packs of ranged trash.
From what I see in your vids, it looks like this is also happening to you.
Iām not sure that changes to defenses will ever resolve this, and it would be great if the devs also looked into the impact of escalating ranged damage on characters that no defenses can stop right now.