Just messing around in a 38 and noticed i was dying to ararchs. They would charge my pets, moving about 6 inches and i would die to their dot on the other side of the room.
Lacuni's, immune to damage while in the air ( so they always hit when landing since they wont die) and can toss their firebomb from off screen.
Winged assasins, immune while in the air, can leap from off screen and suffer no los penaltys.
Terror demons, pop up every 10secs to put their healing debuff on you, then follow you around for the rest of the map if you try to skip them.
Exarchs are also interesting since they can cast through walls. With the camera in d3 you cant see into rooms until you enter them.
My last rift, there are probably others but these are highly annoying.
Lacuni's and winged assassins are bullshit. Seriously.
Anarchs are bugged, if you stop their charge somehow with a disable, they will still cast the molten trail and that can kill you if you step on it.
I don't want everything to be just zombies but some mobs are seriously retarded and are unavoidable... When a monster charges / jumps you from outside of your screen, how the hell are you supposed to react? Just procs your second life and you are screwed.
In general, good groups or solo runs, when opening the rift, if you see exarchs and winged assassins, just leave the game and open a new one. Most of the times it's not even worth the effort imo.
challenging is one thing, like having jailer, waller, molten, desecrator and arcane etc all at once, but when the enemy can hit you from off screen, it should be changed.
if the devs will take the time to prevent OUR characters from damaging off screen, the enemies shouldnt have unavoidable damage either.
While I'm not against a challenge, and agree that there must be different difficulties in the game, I do see problems with them. I agree there must be mobs there are harder for ranged or melee, not everything has to be a zombie (I heard they are bad for ponysader because of the small hit box, did not try it myself).
But, some mobs are just "impossible" for any class to the point that people leave grifts when they see them. Also, they seem to be in the same grift. Either you have zombies, unburried, ... or you get anarch, exarch, winged assasin, ...
If they want to keep them in grifts as they are, they should give them difficulty levels and mix it, with only 1 of the hard difficulty. No more use to remake (there will always be bad mobs) while not having only bad mobs in there.
Yes, I keep saying for grifts. They are perfectly fine for normal rifts and levelling, since you don't compete with others.
If they want to keep them in grifts as they are, they should give them difficulty levels and mix it, with only 1 of the hard difficulty. No more use to remake (there will always be bad mobs) while not having only bad mobs in there.
Pretty much this. There are some rifts where you get 5 different types of ranged monsters... like what the f***? There has to be a limit on how many monsters can spawn of the same class type. So only 1 or 2 types of ranged mobs like archers + warlocks for an example. Then 1 or 2 types of "big mobs" like unburied or whatever, and fill the rest with trash mobs like skeletons / zombies / etc... When you get archers + dune stingers + skeletal mages + warlocks + impalers... you just get destroyed and its not fun nor challenging, simply impossible.
Blizzard should actually look to the mobs as how people play. Some things that come to mind and are easily to find (but there is more):
- How did the highest completed grifts look like? I am pretty sure, if you take the top 1000 grifts (all classes, 2, 3 ,4, season/non season leaderboards), check the type of mobs in there, there wont be many sand wasps/anarch/lacuni/... If there are, they should check how the rift was done, as I did see people skipping a full level of sand wasps, finishing in time because of zombies on the next level. Do not count that first level.
- Is there a type of rift that is being played less than other types? As in: do people insta leave bad mob rifts and only play better rifts? If that is the case, having them in there, is kinda useless, as people don't play them anyway...
- Are there mobs that hold people back? I can speak from experience that (with the same group) bad mobs/density can make you fail when you should not. For example: one day we finished GR54, making us jump to GR56 (so about 11minutes?), failed that GR56, started a GR47 and failed it... Those things should not happen and should be easy to find out.
- How do people react to mobs? When we are fighting an elite pack, and an exorcists gets triggered, we ignore the pack, and go for that ghost. Why? The elite pack with 4 affixes is often less scary than an exorcist!
These are just a few things that come to mind, but having a look at those things would make it easier to balance out things. I am not asking for a nerf here, but a balance. Make zombies run 4 times as fast, give them 8 times more health, and half their progression. Double the progression on sand wasps (they don't give any now) and other hard mobs. But bring all mobs around the same difficulty or at least effective progression, make it more balanced, and those mobs might actually be fun and worth it.
As a DH player (mostly) I would like to add something. I do not want to fight with weak/retarded mobs. But I would like them to attack me in the same time I attack them - which is right when I see them. Not when they are beside my screen.
And OFC "no progression mobs" should begone from GR.
There's so much wrong with grifts as far as balance right now it's rather silly. The proof is in how even the most dedicated, well geared leaderboard players spend most of their time "fishing" for grifts to push. So many mob configurations are just not worth it due to the ridiculous ability to one-shot you from off screen, their total lack of % progression or, worse, a combination of the two. Maybe if these off screen attacks were interruptible if you reacted quickly enough you could argue that skill could overcome them but with some mobs not only are they not interruptible but the enemy is invulnerable to damage during the animation of their attack.
A pet peeve of mine as well is, and maybe this is console only, the ole room looks empty but it's not canard. By that I mean you come to a doorway and can see the room beyond and it looks empty but you open the door or go through the doorway and are instantly assailed by a leaping/flying unavoidable attack and the room is actually chock full of mobs. And while I'm airing gripes they really need to fix the fact that on some maps, ice cave maps being the worst offender, large areas of the map can be completely obscured by the walls due to the isometric view.
Exactly what we (especially me in this context) think about greater rifts right now. Mobs such as unburied and moon clan impailers give so much xp than act 2-5 monsters depending on how large the mob density is. Mob density is another issue here, we have to rely on many mobs to give more progression and most of the time in a grift. It's a "well I have to remake this" by dumb monsters that are not worth our time, especially act 5 pandemonium monsters such as winged assassins. They do not give enough progression to keep it in line with act 1 monsters.
I will go off tangent and say that even rift guardians are unbalanced right now, Voracity is the worst if you don't have a imm neck on. Saxtris and Bloodmaw are the worst offenders, by their high hp rather than stonesinger.
All I can really say is Blizzard must listen to their fanbase in order to fix the problem, not twiddle their thumbs thinking that mob progression currently is good enough in their eyes because it's certainly not.
This season i started with Noobarian and you just walk through everything! I really enjoyed it and found the game ever so relaxing, even at 50+. But then I picked up wizard (first time since a year I gues), and man I raged and raged and raged. I had not done that in quite a while! Jailer I can survive because of the armor but winged assassins, Lacuni Prowlers are just insane! You can not CC them till they land and even then they sometimes ignore it for quite a while. Taking 3 hits of those means the passive will proc and by then you hope they are dead and you will not walk into a new pack for atleast a minute.
There are litle tricks to avoid them but it will not always work. For wizzard and other (even more) squishy classes you need the LUCK of the draw in your high GR's when it comes to mob types. Now it does not stop there because the champion and elite packs with frozen (most annoying) are insanely hard to dodge aswell (if at all), even if you keep moving unpredictably it will catch you at some point. Playing the standard tal rasha set up hardly leaves room for teleport. (and blizz says that every pack is completely random but somehow if the first pack has frozen you might aswell stop the GR because 70% of the time atleast 50% of the other packs will have it aswell). That being said, I think these mobs and abilities need a rework. I'm fine with being killed when I do not move out of frozen and the freeze stuns me and then kills me, completely my fault and often avoidable. But being depended on so much RNG to be able to climb the ladder is just not fun. I want to be able to clear GR50 and say "All skill baby", instead of "Damn I was lucky with the mobs this time". It gives a completely different feeling.
PLEASE BLIZZARD DO SOMETHING WITH THIS! Or do you want everyone to play no skill champs like barb, easy progress and also very good at farming t6...
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Just messing around in a 38 and noticed i was dying to ararchs. They would charge my pets, moving about 6 inches and i would die to their dot on the other side of the room.
Lacuni's, immune to damage while in the air ( so they always hit when landing since they wont die) and can toss their firebomb from off screen.
Winged assasins, immune while in the air, can leap from off screen and suffer no los penaltys.
Terror demons, pop up every 10secs to put their healing debuff on you, then follow you around for the rest of the map if you try to skip them.
Exarchs are also interesting since they can cast through walls. With the camera in d3 you cant see into rooms until you enter them.
My last rift, there are probably others but these are highly annoying.
Lacuni's and winged assassins are bullshit. Seriously.
Anarchs are bugged, if you stop their charge somehow with a disable, they will still cast the molten trail and that can kill you if you step on it.
I don't want everything to be just zombies but some mobs are seriously retarded and are unavoidable... When a monster charges / jumps you from outside of your screen, how the hell are you supposed to react? Just procs your second life and you are screwed.
In general, good groups or solo runs, when opening the rift, if you see exarchs and winged assassins, just leave the game and open a new one. Most of the times it's not even worth the effort imo.
on a good note. Terror demon are not stealth anymore in 2.2
challenging is one thing, like having jailer, waller, molten, desecrator and arcane etc all at once, but when the enemy can hit you from off screen, it should be changed.
if the devs will take the time to prevent OUR characters from damaging off screen, the enemies shouldnt have unavoidable damage either.
http://us.battle.net/d3/en/profile/pantherdane-1591/hero/39933784
While I'm not against a challenge, and agree that there must be different difficulties in the game, I do see problems with them. I agree there must be mobs there are harder for ranged or melee, not everything has to be a zombie (I heard they are bad for ponysader because of the small hit box, did not try it myself).
But, some mobs are just "impossible" for any class to the point that people leave grifts when they see them. Also, they seem to be in the same grift. Either you have zombies, unburried, ... or you get anarch, exarch, winged assasin, ...
If they want to keep them in grifts as they are, they should give them difficulty levels and mix it, with only 1 of the hard difficulty. No more use to remake (there will always be bad mobs) while not having only bad mobs in there.
Yes, I keep saying for grifts. They are perfectly fine for normal rifts and levelling, since you don't compete with others.
Pretty much this. There are some rifts where you get 5 different types of ranged monsters... like what the f***? There has to be a limit on how many monsters can spawn of the same class type. So only 1 or 2 types of ranged mobs like archers + warlocks for an example. Then 1 or 2 types of "big mobs" like unburied or whatever, and fill the rest with trash mobs like skeletons / zombies / etc... When you get archers + dune stingers + skeletal mages + warlocks + impalers... you just get destroyed and its not fun nor challenging, simply impossible.
Blizzard should actually look to the mobs as how people play. Some things that come to mind and are easily to find (but there is more):
- How did the highest completed grifts look like? I am pretty sure, if you take the top 1000 grifts (all classes, 2, 3 ,4, season/non season leaderboards), check the type of mobs in there, there wont be many sand wasps/anarch/lacuni/... If there are, they should check how the rift was done, as I did see people skipping a full level of sand wasps, finishing in time because of zombies on the next level. Do not count that first level.
- Is there a type of rift that is being played less than other types? As in: do people insta leave bad mob rifts and only play better rifts? If that is the case, having them in there, is kinda useless, as people don't play them anyway...
- Are there mobs that hold people back? I can speak from experience that (with the same group) bad mobs/density can make you fail when you should not. For example: one day we finished GR54, making us jump to GR56 (so about 11minutes?), failed that GR56, started a GR47 and failed it... Those things should not happen and should be easy to find out.
- How do people react to mobs? When we are fighting an elite pack, and an exorcists gets triggered, we ignore the pack, and go for that ghost. Why? The elite pack with 4 affixes is often less scary than an exorcist!
These are just a few things that come to mind, but having a look at those things would make it easier to balance out things. I am not asking for a nerf here, but a balance. Make zombies run 4 times as fast, give them 8 times more health, and half their progression. Double the progression on sand wasps (they don't give any now) and other hard mobs. But bring all mobs around the same difficulty or at least effective progression, make it more balanced, and those mobs might actually be fun and worth it.
As a DH player (mostly) I would like to add something. I do not want to fight with weak/retarded mobs. But I would like them to attack me in the same time I attack them - which is right when I see them. Not when they are beside my screen.
And OFC "no progression mobs" should begone from GR.
There's so much wrong with grifts as far as balance right now it's rather silly. The proof is in how even the most dedicated, well geared leaderboard players spend most of their time "fishing" for grifts to push. So many mob configurations are just not worth it due to the ridiculous ability to one-shot you from off screen, their total lack of % progression or, worse, a combination of the two. Maybe if these off screen attacks were interruptible if you reacted quickly enough you could argue that skill could overcome them but with some mobs not only are they not interruptible but the enemy is invulnerable to damage during the animation of their attack.
A pet peeve of mine as well is, and maybe this is console only, the ole room looks empty but it's not canard. By that I mean you come to a doorway and can see the room beyond and it looks empty but you open the door or go through the doorway and are instantly assailed by a leaping/flying unavoidable attack and the room is actually chock full of mobs. And while I'm airing gripes they really need to fix the fact that on some maps, ice cave maps being the worst offender, large areas of the map can be completely obscured by the walls due to the isometric view.
Exactly what we (especially me in this context) think about greater rifts right now. Mobs such as unburied and moon clan impailers give so much xp than act 2-5 monsters depending on how large the mob density is. Mob density is another issue here, we have to rely on many mobs to give more progression and most of the time in a grift. It's a "well I have to remake this" by dumb monsters that are not worth our time, especially act 5 pandemonium monsters such as winged assassins. They do not give enough progression to keep it in line with act 1 monsters.
I will go off tangent and say that even rift guardians are unbalanced right now, Voracity is the worst if you don't have a imm neck on. Saxtris and Bloodmaw are the worst offenders, by their high hp rather than stonesinger.
All I can really say is Blizzard must listen to their fanbase in order to fix the problem, not twiddle their thumbs thinking that mob progression currently is good enough in their eyes because it's certainly not.
This season i started with Noobarian and you just walk through everything! I really enjoyed it and found the game ever so relaxing, even at 50+. But then I picked up wizard (first time since a year I gues), and man I raged and raged and raged. I had not done that in quite a while! Jailer I can survive because of the armor but winged assassins, Lacuni Prowlers are just insane! You can not CC them till they land and even then they sometimes ignore it for quite a while. Taking 3 hits of those means the passive will proc and by then you hope they are dead and you will not walk into a new pack for atleast a minute.
There are litle tricks to avoid them but it will not always work. For wizzard and other (even more) squishy classes you need the LUCK of the draw in your high GR's when it comes to mob types. Now it does not stop there because the champion and elite packs with frozen (most annoying) are insanely hard to dodge aswell (if at all), even if you keep moving unpredictably it will catch you at some point. Playing the standard tal rasha set up hardly leaves room for teleport. (and blizz says that every pack is completely random but somehow if the first pack has frozen you might aswell stop the GR because 70% of the time atleast 50% of the other packs will have it aswell). That being said, I think these mobs and abilities need a rework. I'm fine with being killed when I do not move out of frozen and the freeze stuns me and then kills me, completely my fault and often avoidable. But being depended on so much RNG to be able to climb the ladder is just not fun. I want to be able to clear GR50 and say "All skill baby", instead of "Damn I was lucky with the mobs this time". It gives a completely different feeling.
PLEASE BLIZZARD DO SOMETHING WITH THIS! Or do you want everyone to play no skill champs like barb, easy progress and also very good at farming t6...