Eternal Knight monster need SIGNIFICANT nerfs

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tsunamikun#0433 schrieb:
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Direfell#7544 schrieb:
let me guess, 0 armour?


and? why would you need some specific form of defense against any mob? this is not how the game works. They current main point with the mob is his ability to no stop reflect ranged attacks. Which is actually fine, you just need to flank him. The main danger of him is staying inside a mobpack and two to 3 shot you before you realize it. His high stun chance does the rest. before reaching ~15k ehp i was killed to occasionally. Thanks to screen clutter this is quite easy to overlook them first.


If a physical damage attack is doing too much damage to a build that has 0 mitigation to physical damage, I don't think the appropriate thing to do is ask for the damage to be nerfed.

I've died to these skulls many times on my spark character so I adapted my playstyle to deal with them. They are many ranged attacks that do not trigger the shield skull ability and I can normally determine if the map has knights after 2-3 packs.
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Direfell#7544 schrieb:

If a physical damage attack is doing too much damage to a build that has 0 mitigation to physical damage, I don't think the appropriate thing to do is ask for the damage to be nerfed.

I've died to these skulls many times on my spark character so I adapted my playstyle to deal with them. They are many ranged attacks that do not trigger the shield skull ability and I can normally determine if the map has knights after 2-3 packs.


I actually have armour, not much, about 1k or so and it doesn't really help. The mob should be dangerous, thats fine. But currently the level of threat is somewhere near those annoying thornmages in D2. Only you have no zone indicator and deli fog makes them hard to see.

I wouldn't actully nerf their damage, just the frequency they are able to trigger their attack to maybe two per second or so.
Current Build: Penance Brand
God build?! https://pobb.in/bO32dZtLjji5
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tsunamikun#0433 schrieb:

I actually have armour, not much, about 1k or so and it doesn't really help. The mob should be dangerous, thats fine. But currently the level of threat is somewhere near those annoying thornmages in D2. Only you have no zone indicator and deli fog makes them hard to see.

I wouldn't actully nerf their damage, just the frequency they are able to trigger their attack to maybe two per second or so.


That's fair.

I think the size of maps and 1 death mechanic makes these guys worse. Losing an entire juiced map because 1 derpy skeleton is hiding behind Omniphobia sucks.
I'm range with 0 armor and 2k HP, I either avoid their projectile while dpsing at range or I go in melee and kill them, I do both and I never died ever. If I can do it, you can do it. They don't need a nerf.
Tech guy
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Warrax#2850 schrieb:
I'm range with 0 armor and 2k HP, I either avoid their projectile while dpsing at range or I go in melee and kill them, I do both and I never died ever. If I can do it, you can do it. They don't need a nerf.


Really? wow, you do that in fully juiced t18 maps with 60%+ deli fog? impressive.
I can just mow down screens, maybe there was one of those dudes or not, i will never know until i'm stunned (and don't die anymore, but still)
Current Build: Penance Brand
God build?! https://pobb.in/bO32dZtLjji5
Zuletzt bearbeitet von tsunamikun#0433 um 13.02.2025, 10:13:29
Nerfing their damage is definitely not a good solution.

They are like this and they can be avoided.

Many ppl already said alot about what makes them dangerous, some think they aren't well telegraphed visually, others think player's damage is too high so you get high reflected damage, others think players are too fast, so they shoot 50 projectiles and they reflect alot, there is also some who claims that it is a map visibility issue or amount of enemies around the Eternal Knight, deli fogs.. The point is, they are not dangerous, they do not need nerf. The game just needs to get done.

By that point, the devs can pick any of the pointed out feedback and work on it and it will significantly improve the enemy. Directly Nerfing Damage you not do any good to the enemy.
Zuletzt bearbeitet von SteamSkullerR#7239 um 13.02.2025, 11:29:17
This enemy is designed to get him to drop his shield and then attack him. Sorry if that conflicts with the poe1 tank everything mindset, but attacking around shields has been in games since zelda 2 for the NES.
> halp, monsters fight back, pls nerf
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Nerfing them is definitely not a good solution.

They are like this and they can be avoided.

Many ppl already said alot about what makes them dangerous, some think they aren't well telegraphed visually, others think player's damage is too high so you get high reflected damage, others think players are too fast, so they shoot 50 projectiles and they reflect alot, there is also some who claims that it is a map visibility issue or amount of enemies around the Eternal Knight, deli fogs.. The point is, they are not dangerous, they do not need nerf. The game just needs to get done.

By that point, the devs can pick any of the pointed out feedback and work on it and it will significantly improve the enemy. Directly Nerfing Damage you not do any good to the enemy.


I'd disagree with the stance that they shouldn't be nerf'd, as the state they're in right now means that they are never worth fighting if they aren't required for map completion. But I can agree that the issue isn't with their damage or mechanics, on paper.

The issue is a combo of three factors. First, they can reflect too many projectiles at once, potentially resulting in more projectiles than can be dodged. Second, the reflect happens regardless of where they get hit, instead of exclusively from the front. And third, their shield is ALWAYS up when they aren't in an attack animation.

Ideal targeted nerfs would just be to adress the bug where they can reflect from damage hitting their back, as well as adding in two cooldown periods, one for after they attack where they can't instantly raise their shield, and another where they can't spawn a projectile more than once every .1s or something.
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SgtMumbles#7941 schrieb:
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Nerfing them is definitely not a good solution.

They are like this and they can be avoided.

Many ppl already said alot about what makes them dangerous, some think they aren't well telegraphed visually, others think player's damage is too high so you get high reflected damage, others think players are too fast, so they shoot 50 projectiles and they reflect alot, there is also some who claims that it is a map visibility issue or amount of enemies around the Eternal Knight, deli fogs.. The point is, they are not dangerous, they do not need nerf. The game just needs to get done.

By that point, the devs can pick any of the pointed out feedback and work on it and it will significantly improve the enemy. Directly Nerfing Damage you not do any good to the enemy.


I'd disagree with the stance that they shouldn't be nerf'd, as the state they're in right now means that they are never worth fighting if they aren't required for map completion. But I can agree that the issue isn't with their damage or mechanics, on paper.

The issue is a combo of three factors. First, they can reflect too many projectiles at once, potentially resulting in more projectiles than can be dodged. Second, the reflect happens regardless of where they get hit, instead of exclusively from the front. And third, their shield is ALWAYS up when they aren't in an attack animation.

Ideal targeted nerfs would just be to adress the bug where they can reflect from damage hitting their back, as well as adding in two cooldown periods, one for after they attack where they can't instantly raise their shield, and another where they can't spawn a projectile more than once every .1s or something.


To be clear, I meant damage nerf. That what's I do not agree with.

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