Proximal tangibility is simply bad enemy design.

Huge F You to ranged classes. dumbest mod design ever... NOTHING should be invulnerable.
Zuletzt angestoßen am 14.02.2025, 04:03:41
I like it, but it needs to be telegraphed properly and it currently isn't it looks just like shroudwalker to me.

Its exactly the kind of mod they should be using instead of on death effects, it actually makes you engage with the rare in a different way and that can get spicy.
these are terrible threads...everything challenging should be nerfed, kicked out...whats wrong with you guys???
It's fine.

Annoying, but fine. A telegraph would be nice, like there is in POE 1, but I feel its good either way.
Best part of playing a ranged class is that you have the flexibility to deal damage in both ranged and melee.
It's literally one of the two mechanics in the game that challenges ranged chars (the other being shield reflectors that only appear in a couple of levels), and you just have to shot point blank to solve it.
Maybe it should be more visible, as a lot of other stuff in the game, but that's it.

Melees have 100 mechanics that hit way harder than this one and most of them are fine still.
Zuletzt bearbeitet von Macellomatik#7988 um 31.12.2024, 04:01:30
There are other ways to make enemies harder. Invulnerability is just lazy design and a more intelligent behavior would be a good change.

Currently, almost all of the mobs simply charge at you and attack. There's no strategy, no trying to go into cover, no disengagement to recover ES, no dodging of attacks, etc.
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C4Guy#0918 schrieb:
There are other ways to make enemies harder. Invulnerability is just lazy design and a more intelligent behavior would be a good change.

Currently, almost all of the mobs simply charge at you and attack. There's no strategy, no trying to go into cover, no disengagement to recover ES, no dodging of attacks, etc.


The problem is that if you add ranged zoning to enemies then they will hit melee chars even harder (mobs spamming areas on you from far away while you melee some guy).
The only way to challenge ranged chars and "require strategy" while not making melee even more broken is to limit them.

Examples:
- you cant kill from afar (so the proximity thing)
- you deal less damage the further you are (a variation of the proximity thing)
- you have more time between ranged attacks (but it would be so boring!) or some other drawback
- general balance of making ranged characters slower / less reactive / more position dependent (but at the moment is the other way around, as the warrior is the clunkiest and casters are very agile)

EDIT: just to be clear I'm not saying this should be done. Just that this is how you add tactical combat for ranged, by applying limits and drawbacks to their ranged-ness. But most of this stuff would make ranged less fun and make a ton of people mad.
Zuletzt bearbeitet von Macellomatik#7988 um 31.12.2024, 04:27:06
I was heavily confused by this modifier for a good amount of time... +1 to better telegraph. It should show some sort of shielding bubble to make it clear.
I'd imagine it would be more difficult for pure mages without evasion or armour. I haven't had an issue with them on my deadeye. Course I haven't found a rare with prox and mana siphon yet.

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