Nerf Enemy Rare modifier stats/interactions and damage in Maps

Some interactions with Rare monsters make maps utterly unplayable. Individually, the modifiers are tolerable, but together, some enemies completely brick most maps.

Example: Eternal knights with any combination of: temporal bubble, lightning storms, hasted/haste aura, magma barrier, exploding corpses, shroud walker, siphon mana/lightning circle, etc.

I'll break down what I mean below with some more specificity:

1. Shroud walker needs a longer (2x at least) cooldown, and enemies shouldn't be able to buffer attack/spell animations mid-teleport. I've died many times in t16 maps because of this interaction alone against high stun chance enemies or enemies with the above modifiers, and it honestly sucks the joy right out of the game and kills any motivation to open another map to grind for xp past level 85-90. Making it so that the AI has to finish whatever attack/skill animation they're doing before teleporting would solve this issue.

2. IIRC the siphon mana + lightning damage aura got nerfed a long time ago, but it's still pretty miserable in its current state. Why? Because, if the rare is faster than you, you can't kite it and have no choice but to enter the circle to avoid extra damage, which is basically certain death in high mob density situations like breaches, rituals and simulacrums, unless you have exceptionally good gear and wave clear ability, I guess.

3. Eternal knights are the most egregious offenders for me personally, and when I see them (I think they're mainly in the "woodland" biomes, not sure, I'd have to do more research), the smartest course of action is probably to just dodge the map altogether. They're often paired with skeleton mage mobs, so you're almost guaranteed to die by even interacting/attempting to get in range to deal damage. If you have the misfortune of rolling those mobs in a map with a lot of choke points (just about every map aside from savannah, deserted and a couple others), you're cooked.

I think that adjusting the stats and possible modifiers for Eternal knights, shielded Lost men and other highly durable enemies as well as proximity to high damage ranged mobs (skeleton mages, priests of the sun, decrepit mercenaries, etc.) would help a lot. I mainly play SSF, so maybe in League it's easier with funded characters, I have no idea. Regardless, they need to be adjusted. IMO this area of the game requires far more attention than the speed of wolves in Act 1 Super Weenie Hut Jr. area. I was honestly shocked that received a nerf over the prowling chimerals with haste, magma barrier and exploding corpses in Maps, but I digress.

Lastly, (I know I'm beating a dead horse, but hear me out) please remove or at the very least add a cooldown for the projectiles that the Eternal knights shoot when hit by literally anything when their shield is up. If they're not immediately scouted, which is rarely the case, simply using lightning spear or some other high projectile number skill can kill you if the Eternal knights get hit with their shield up and fire the projectiles from a direction you're not expecting while your attention is focused on mobs in front of you.

Post-game is already so bloated with damage (e.g., priests of the sun killing you with their laser beam from off the screen in 1.5 seconds when you have 80% fire resist; skill issue I guess lol), that I think nerfing these interactions and adjusting damage sliders is damn near a necessity. Simply reducing mob health won't fix the core issues in this case.

While experimenting with taming beast companions over the past ~200-250 hours I've played Dawn of the Hunt, I've noticed that Rare enemies with 2-4 modifiers can only have up to one explicit "aura" modifier (correct me if I'm wrong), so it's evident GGG is conscious about balancing these modifiers. 90% of the game I think is totally fine in this respect. It's just these specific cases that need to be tuned down. I'm sure I'm not alone in this.
Last bumped on May 6, 2025, 12:04:22 AM
While we’re on the topic of busted rare monster modifiers - for the love of all that is good please make the auto-reviving minions either 1) revive AT THEIR RARE MOB or 2) Not revive a certain distance from their rare mob.

The number of times I’ve been chased across the map by immortal minions while their main rare-mob causing the auto revives is literally no where to be found is too damn high.
and here I am always hoping to see +1/+2 to rare mob modifiers.....
`Spent 2 mirrors on my build, but I'm only Level 98.` LOL
`From just quick sweep of your characters, toxic rain, golems .. sure, non meta... sure.` LOL
`What are divs?`
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pattw555#0071 wrote:
While we’re on the topic of busted rare monster modifiers - for the love of all that is good please make the auto-reviving minions either 1) revive AT THEIR RARE MOB or 2) Not revive a certain distance from their rare mob.

The number of times I’ve been chased across the map by immortal minions while their main rare-mob causing the auto revives is literally no where to be found is too damn high.


I'm with you on that one. There needs to be a longer cooldown between revives too. Little tweaks like these would make maps a 10x better experience overall.

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