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!
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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)
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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
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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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" +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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+1
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They are way overtuned for no reason. They need to adjust how frequently they are shooting. 1 of the most annoying mobs.
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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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" 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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