Abyss Enemies feel way too Overtuned
" Little hints, sure! But there should be some element of figuring it out yourself too, I think. Was there a voice? I don't remember, lol! I was referring to the little tooltip you can hover over when he has a buff. It outright tells you how to stop them from casting it, and that made me sad because figuring it out (by accident) was the best part of that fight. "Some call him a genius. Others, a monster. The truth is usually somewhere in between.
Me? I say power like his comes with a cost... and it's never the one wieldin' it who pays." - Delwyn, re: Doryani |
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" All I remember is hearing something and piecing together oh I'm suppost tog et him to throw boulders at those dudes and it made sense, And 1000% as ive said and continue to say, Shit shouldn't be handed to you, You should have to play to learn, But theres a point where we need a little bit of an indicator, a hint as to what to do during certain enemies phases, Legit took me an hour to figure out arbiters 2nd phase, How I was suppost to survive his massive laser beam, Its not intuitive, Its unfair I Use to beg them to nerf trials, Then started running them more and more, got the hang of it, what rooms to do afflictions to avoid boons to buy etc Everything is pretty clear in the game besides some of the league mechanics and certain enemies / phases like abyss monsters, Temple was not intuitive what so ever just place rooms and see what connected, Thankfully GGG added tooltips to each room so you can clearly see what the room upgrades and how to upgrade it, Its things like that, that I'm asking for Are we just suppost to assume that when this abyss enemy throws a cloud down your suppost to get in it? What about builds that play at range? Their playing at range for a reason xD not tryna get close lol, Its just too unintuitive |
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Oh, I agree completely! It's also jarring because the game does a really great job at explaining things in some places, but completely falls on its face in others. I love figuring things out, but I need the pieces to put together to be able to figure it out in the first place.
Benedictus and Arbiter are a perfect example. The entire game teaches you "don't stand in the big scary circle" and then suddenly you're supposed to? The first time I fought Benedictus I was playing a ranged character and the safe circle was always offscreen when he did it. I never knew what happened! XD But I learned from it. :P "Some call him a genius. Others, a monster. The truth is usually somewhere in between.
Me? I say power like his comes with a cost... and it's never the one wieldin' it who pays." - Delwyn, re: Doryani |
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That other dude is tripping balls, Blackblood Elites (green beam enemies) are definitely on crack at every level. A popular complaint about that specific enemy is being murdered by a random unseen green laser that instantly chills and sometimes freezes you.
The only way as a Sorceress to deal with them is to either nuke them immediately or run around them, they turn very slow when attacking, but good luck if there's multiple or other dangerous mobs are around. Sometimes the beam doesnt even look like it's supposed to hit you because the range doesnt match the actual visual of the beam. Striders of the Pit (spear idiots) are also largely annoying with certain modifiers but at least you can see them coming, same with Lightless Abominations. |
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" Agree. The information presentation is sporadic. Generally, once I know what the attack is doing I can easily overcome it. I don't know if this design is intentional or an oversight. Regardless of the goal, it could use improvement. If the game wants to be intentionally esoteric, having info in some places versus other places is bad signalling. Furthermore, we don't have enough agency to choose what encounters we want to face. This makes learning thru trial and error very tedious and un-enjoyable. Like if I see "Amanamu's Void" on a mob and want to determine what the heck is going on, I can't force the next map to contain a monster with that modifier. I have to wait for RNG to give the modifier again. I doubt many people are going to do this. Instead they are going to watch or re-watch a streamers videos and try to determine what's going on (if it's brand new), data mine the info and publish it, or just look in a guide (if it's already been solved). If the intent was to make fun but esoteric mechanics for players to solve thru game-play, but nobody is actually trying to play the game to solve it, the intent failed. |
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" +1 |
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if you think about the math behind % based scaling -
When you scale the mobs with % mods, It makes the gap between normal and rare mobs wider. so normal mobs are still weak but rare mobs have 1 shot potential. I think it would be better to modify them with flat increases for the gap to remain closer and make normal mobs also fun to play against. i just don't like how waystone mods give a blanket % mod to all mobs on the map. it would be fine if mobs that were specifically designed to cause bleed had their % chance boosted, but when you do it to everything there can be unexpected results and broken gameplay mechanics. Last edited by TwitchGLHFsport#2155 on Feb 20, 2026, 6:49:54 PM
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