I'm trying to survive Act 3, the Keep Depths, and I constantly got completly trapped by walls... I mean, they are not blocking me to go somewhere, they are "jailing" me.. I cant even use spirit walk to escape..
I dont remember this working like that before, maybe it did and since I wasnt playing in inferno difficulty I didnt care, not sure.
Is this happening to you guys too?, do you know a workaround?
Yup, happens to me when it's a blue elite. Luckily for me I have teleport, but it sure isn't a fun situation to be in when the mob also has frozen or desecrator.
In cramped areas, like the Keep Depths, walls become much deadlier. They're placed on the opposite side of you from the Elite/Champ so if you're running straight down the hallway, more than likely that wall is going to completely block you.
Solution? Don't run straight down the middle of a hall when you're dealing with waller. Zig zag a bit, stay near the walls, and go diagonally so that when the walls do spawn they don't cut off your entire escape route and clip through walls (clipping an Elite's wall should leave a hole in one of the three sections you can run out of).
It happens from time to time, but shouldn't be an issue if you have decent enough gear for the act you're in. If you're a glass cannon, well, sorry to hear it
Actually is the opposite, I have decent life and resists, but my damage is low (19k), and it takes me ages to kill a pack, ages -> more damage they can do to me.
It is still possible for a wall to be placed directly on top of you and for it to, essentially, work the same as jailer. The 1.0.4 patch notes said they fixed this (and I suppose they did cut back on how frequently it happens), but it definitely is still happening.
Yeah, they seem to be a bit screwed up right now. I've had the "phase walls" which spawn inside my character and get me stuck (happens more commonly as a "cross wall" as you described).
I like that the algorithm allows them to either spawn a U-shaped wall (in which you have to run through some of them to escape), or place several I-shaped walls that usually hamper movement and ranged attacks by a lot.
don't like when they go berserk and spawn both of these at the same time or dozens of them (specially close to dungeon walls).
Right now, it's better than the previous patch considering the previous Wall + Mortar combo which would screw even my meele characters.
It's also working a lot better to prevent my WD from helping my pets since I can't do dmg with Acid Cloud or Poison Dart very frequently (and that's working as intended imho, screwing ranged classes dps and meele's movement). But it can definitely be improved.
It happens to me quite regularly. Wall spawns on top of my character, can't move, die.
What's really cool is 'fast' enemies seem to have faster cooldowns on their abilities too, meaning you get wall and arcane enchanted spammed. At least it feels that way to me.
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I dont remember this working like that before, maybe it did and since I wasnt playing in inferno difficulty I didnt care, not sure.
Is this happening to you guys too?, do you know a workaround?
Crusader DPS and EHP Spreadsheet, meant for Crusaders
My Wizard
Solution? Don't run straight down the middle of a hall when you're dealing with waller. Zig zag a bit, stay near the walls, and go diagonally so that when the walls do spawn they don't cut off your entire escape route and clip through walls (clipping an Elite's wall should leave a hole in one of the three sections you can run out of).
*sadface*
I like that the algorithm allows them to either spawn a U-shaped wall (in which you have to run through some of them to escape), or place several I-shaped walls that usually hamper movement and ranged attacks by a lot.
don't like when they go berserk and spawn both of these at the same time or dozens of them (specially close to dungeon walls).
Right now, it's better than the previous patch considering the previous Wall + Mortar combo which would screw even my meele characters.
It's also working a lot better to prevent my WD from helping my pets since I can't do dmg with Acid Cloud or Poison Dart very frequently (and that's working as intended imho, screwing ranged classes dps and meele's movement). But it can definitely be improved.
Wall spam is just stupid, and fire chains can stunlock you, its retarded.
What's really cool is 'fast' enemies seem to have faster cooldowns on their abilities too, meaning you get wall and arcane enchanted spammed. At least it feels that way to me.