Eternal Knights waaaay too strong.

It's ok in campaign, but on atlas maps it's real pain in the ass, especially on maps with narrow passages. just from nowhere - IN YOUR FACE!
Had same story... poured drink... setting music... nice map with nice rarity and all... start to farm... eternal knight blocked few hits and shoot skulls ... b4 i reacted i got like 10 hits and died... played different game that evening. (spark user with 0.19 cast time)
In a vacuum, they are a good idea; an enemy you have to change your strategy around. They would be perfectly fine as enemies immune to ranged damage until you get up close. However, the problem right now is that they're dealing a lot of damage via the medium of a tiny green projectile that hits like a truck and they can fire a ton of them at you before you can even register that they exist in the instance. They are easy to dispatch with an extra back-up skill gem that is non-projectile IF you know they are there, but currently, half the time, you find out that they are in the map through getting hit by barely visible tiny green projectiles that have little to no sound cue, feeling like a Gotcha mechanic of sorts.

In my opinion, with how threatening the reflected projectiles are, if GGG were to keep this implementation of the knights, they should add a loud sound cue when the reflect is triggered, anywhere on the map, so we can react to their presence and stop shooting projectiles and prepare to dodge the already triggered reflect, and then swap to a more careful playstyle.

Edit: Forgot to add, avoiding their projectiles are also sometimes not possible in indoor maps filled with clutter and narrow hallways.
Last edited by Rainiie#2610 on Jan 11, 2025, 1:34:07 AM
While I don't in general feel sorry for ranged classes having some additional enemies that are deadly I will agree on some things:

1. The enemies should stand out so they are easy to spot

2. If there are visual clarity issues with any deadly reflections that should be addressed

3. Adding in / emphasizing any audio queues would also be a great idea.


Granted the above might make the enemies too easy but I'd prefer enemies to at least seem "fair but dangerous" as opposed to "gotcha" types of enemies.

YMMV
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In my opinion, with how threatening the reflected projectiles are, if GGG were to keep this implementation of the knights, they should add a loud sound cue when the reflect is triggered, anywhere on the map, so we can react to their presence and stop shooting projectiles and prepare to dodge the already triggered reflect, and then swap to a more careful playstyle.


+1, great take.

Forcing a playstyle that adapts to specific enemies is one of the best directions for this game to evolve into. However, that does require the game to communicate the pivotal moments like these in a more transparent manner. If 90% of the time the first thing you see in a map is a swarm of mobs running towards you from all directions, it is only natural to develop the habbit to attack first and ask questions later. It is fully justified for people to be upset, if they are encouraged to use the same brain-dead strategy most of the time, but once in a full moon it backfires.

I would very much prefer a slower-paced game, with dangerous mobs, but having enough time to assess the challenge and adapt playstyle. IMHO, we need more mobs like this one, with good cues and a variety of challenging abilities to play around. In turn, mobs with high speed should be completely removed or made extremely rare, as mob speed discourages strategic gameplay.
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Shrodin#0981 wrote:

Why melee class have to feel inferior to range? That is better question, exile.


Because ranged combat is fundamentally more effective. Ever realize how range is also "the meta" in real life? We used to have wars where melee was everything. Then came ranged. Now, almost everything is ranged.

This is why balancing melee vs ranged is hard in game, because the core principles of the nature of them makes ranged more effective. (side note: same thing with AoE vs "range" -ie. bombs versus bullets, leading to the ultimate AoE - the nuke).

So boil it down to the 1v1 scenario: an archer vs a swordsman starting across a field. Obviously if the archer can hit the knight 50 times before the swordsman reaches the archer, that's a dead swordsman. Conversely, if the swordsman reaches the archer, it is a dead archer.

So, how do you "balance" those two (which we broadly will call an even chance for victory)? Lets start with the archer. There are two ways to reduce the effectiveness of range:
1) fewer damaging hits
2) less damage per hit

Sure, seems obvious. But how to do that to achieve both of them having an equal chance is far from simple, because this isn't chemistry - there are no solutions only tradeoffs.

Range needs to win before melee gets in range, because the melee will kill them, and melee needs to close the gap before dying. Again, that should be obvious. Where people tend to slip, is in realizing one of them is a boss.

So make it a tournament, and you can see the problem. Essentially when we talk about balance, what we are saying is that there is a "target" in a tournament and we want both styles to have an equal chance.

But, if range can't do enough damage to defeat the boss before the boss closes the gap and wrecks you, you lose. And if melee can't survive closing the gap, they lose. So in games we tend to find ways for melee to close the gap faster and with less risk (ie. WoW warrior's charge, or PoE's shield charge - somewhat).

Where the big problem thus occurs is that the boss has both range and melee. Which means melee closing the gap doesn't mean they win because the boss can melee them back. It also means range can't stay at range and win because they can be hit at range as well. Thus if could get range vs melee to an even chance, adding the other to the boss ruins the equation. Here is why.

In range v range it means that to make them even they have to have even range capabilities however you accomplish that. But bosses are, by definition, not even. Same applies to melee. Thus, when you combine the two, your previous start of 50/50 now is heavily biased.

And this takes us back to the start, all else being equal, range vs melee naturally and inherently favors range. Which is why in virtually every game the scenario presents itself you either go with standard roles (tank holds aggro and takes it to the face, healer keeps tank up, and DPS takes down from range), or you fake melee by making swings effectively a ranged mechanic, or the "dash attack mechanic" dominates "melee" because it is really a form of ranged attack, or range beats out melee.

And the same reason why in RPGs such as Skyrim or CP2077, stealth range beats stealth melee, beats range, beats melee. And why real world special forces are stealth melee with stealth range.
+1
They are way overtuned for no reason. They need to adjust how frequently they are shooting. 1 of the most annoying mobs.
I'm playing as Merc and Eternal Knight is ONLY minion in game that cause me troubles so much what i'm SHOUTING on screen!
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Even with 75 chaos resist one knight melt me ...

You aren't meant to tank their anti-projectile mechanic. You are meant to use non-projectile skills on them OR engage them in melee range.

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