Tundra Stalkers Damage Overtuned

Can confirm. There is definetely something wrong with these mobs as I just almost got completely 1shot on my HC character, began googling and stumbled upon this thread,… lol. Devs nerf this pls.

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Just tried to understand why this attack from Tundra Stalker AND those Fire Breath attcks from other “dogs” that do similar type of damage are one-shooting me with TONS of defense(Pladin with shield, 84% block chance, 76%+ armor reduction…)

What I noticed, those attacks does NOT trigger Shield block, this could happen only if those attacks are consider Damage Over Time??!!?? because in this case also Armor will not count too much(if you not have lot of Armor applied to DoT effects on items), so could explain why get always one-shooted, even when have 6K ward active.

But why those breath attacks are DOT?? that mobs come to you and blow Cold/Fire… damage from their mouths to you, applying the damage IMMEDIATELLY and instant, not Over Time. Over Time means you get e.g. posioned and you life slowly goes down OVER TIME, not instantly.
That is defenettly a bug if those attacks are consdiered DoTs.

Correct, they are DoT attacks so they can’t be blocked, dodged, glancing blow(ed?) or affected by armour. So as a high armour & block build you have very little defences against them.

As you can see, their breath attack is not a hit, deals damage ~4 times a second and, allegedly, applies Frostbite as well (not that I’ve noticed personally).

It’s not going down instantly though. I just tested it, & I was loosing health over the duration of their attack.

4 times a second is Over Time? in any aRPG I played in last 25 years, starting with Diablo 1, Over Time damage means Over SEVERAL seconds, not 4 times per second… so EHG redefined it ok, my fault I started to play a aRPG developped by a small company…

how have you tested it? with 1 mob at corruption 100? e.g. in Arena waves 150-200 those mobs come in groups of 4-6, they come very fast to you and directly start to blow, when 6 mobs like this blow all at a time beleive me that I had 6K ward, 2.5K Health and I was dead in less than 1 second, maybe in the first tick of the 4 they do per second.

Tundra Stalkers, Titan Leeches, Axe Throwers, just to name a few.

The Melee thread would like to say hello…

Apply also Frostbite… to be dure player has no chance…

BTW, if I have 25% armor apply to DoT and 78% armor reduction to physical and 56% reducton to non-phys, that damage beeing non-physical it would be 25% of 55% applied to DoT?

I simply wear a belt with cleanse on potion use once the DoTs start to get scary. A little % armor applies to DoTs can help too.

As far as the main thread topic, can confirm. Those things are as scary as an elite pack of lickers in D3.

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Yes, I mentioned that. Though I didn’t see any stacks being applied when I tested it this morning.

Correct.

That only applies to ailments (bleed, poison, frostbite, resis shreds, etc) not skills with the DoT tag (like the Tundra Stalker’s AoE cold attack).

Only if you stand in the AoE, if you don’t then they aren’t an issue.

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but that means you can not even build good defense against those attacks Armor to DoT is max 30% from unique Sentinel reluc and another 17% max from Regalia armor, you build around 25% reduction from Armor from those DoTs which is anyway too less.
there are also that Experimental gloves, but on gloves for Sentinel you need the loosing life ones for HH ward generation. can put that experimental affix from gloves on boots by that tricky crafting?

those attacks(and not only Tundra Stalker, there are Fire ones too…) shall be changed either to not be DoT or if remain DoT to be a tick every 2-3 seconds or something.

HC, died in less than a second. RIP.

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Those are all options, as is the Oracle amulet base (less damage taken from DoTs). Another option is to move out of the way when you see them run in. Plus using HH you have a decent amount of ward gen as well as healing…

In my opinion, after capping crit avoidance, dot damage reduction is always next on the list or better yet done around the same time.

Get damage over time reduction.
Get ailment cleanse.
???
Profit!

I will have a look to Oracle amulet.
no chance to see them always, in Arena specially you fight other waves and those mobs like Tundra Stalker come very fast to you, sometimes from South/North of player, so due to viepoint is very hard to see them in time. healing does not matter, I have tons of leech and healing but you not have a chance to hit them once as you are dead in 250ms.

EDIT: tried the Oracle amulet, it helps indeed, thanks for the tip! not even noticed that I had also 18% armor to dot from Eternal Gauntless:) so had 25%+18% initially but did not help to much.
now I have 25% from Erased Sentinel + 18% gloves + 14 Regalia armor and 18% reduced DoT Oracle, yes now those DoT attacks(noticed also Urshaki Scavengers fire blow also really bad) are a bit more manageable, at least I do not die in 250ms and have some time to react. did Arena wave 256 now and I think can still push. BTW, arena key of memory should restart you from last wave -50, not from last half as it takes too much to reach again the point you were.

but that is a problem right? so DoT from a normal monster in this game is more dangerous then even a Boss at corupption 400-500+? that is overtuned man, DoT damage need to be adjusted!

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To me that sounds like normal gameplay. There is a damage type that gets dangerous and more noticeable towards end game.

There is a hole in your defenses! Surprise! At the end game items that protect you from this damage type starts to drops! Amulets, the gloves!

To me it seems like the game is offering you tools to solve this problem when it starts to become a problem.

Also I think at least some classes/masteries offer passives in the deeper parts that are defense against dots.

Thanks for the clarification on what the DoT tag covers and doesn’t cover.

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It feels like they hit like a truck, way over what other monsters in the area do.
I don’t think it’s the DoT that does that, it’s the pounce and the paw strike right after, making them at the same time hit like trucks, be extremely hard to dodge, and be impossible to run away from.
I got to the area with 3 different ranged characters and got deaths on all three of them, even the Warlock with a lot of ward on it. I guess I could solve this with heavy crafting, but it does seem to me that those monsters are way over all other content in the area, including bosses (in the exact same area, for example, they do a lot more damage than the elephant-like creatures that have a more reasonably dodgeable charge).

If the stalkers are within the intended power level, then it would probably be good to make other monsters in their areas stronger to have content be consistent. If not, then I guess some of their damage needs to be reduced.

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Tundra stalkers feel too overpowered. They hit harder than most bosses. You might consider nerfing their damage.

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Pretty new to the game and I only play HC. I was just frantically spamming my potions/volatile reversal 3 fights in a row vs. elite Tundra Stalkers, barely made it out alive each time. So much more dangerous than anything else I have encountered in the game so far. I agree that these should be tuned down a bit.

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got in Arena wave ~270 a pack of Tundra Stalker + a pack of Ulatri Scavengers(kind the same of Tundra Stalker just that blow fire damage) in the same time both packs. they killed me during Rebuke channeling(80% damage reduction + 60% elemental dmg reduction + … , those on top of already tons of damage reduction on my Sentinel), got killed during Rebuke by these mobs :slight_smile:

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