Feedback on Molten Boulder

Molten boulder feels much, much nicer to use now, thank you so much!

I think the only thing left that makes molten boulder disappointing to use is when it hit’s “large” monsters and explodes with no knockback effect… This effect feels inconsistent within the game and is often frustrating…

Also, little doodads in the map have a similar problem. And some areas in particular are just terrible for molten boulders. One horrible spot is the fallen camps in Act 1, they are always surrounded by annoying little doodads that ruin molten boulder. Another terrible area is some of Tal Rasha’s Tombs - there are horrible rooms with book cases and shelves and little fountains and pillars and they just ruin molten boulder… Many other areas have this problem, but these are the first ones I can think of…

Could the devs please review and overhaul the things that prematurely stop the molten boulder? I think the number of monsters/doodads that block it need to be reduced… Perhaps you give moulten boulder a “chance to pierce” effect that can allow the molten boulders to sometimes continue moving forward if they collide with some monster or doodad?

This would make the skill feel a lot more satisfying to use… A small rock in the blood moor stopping your moulten boulder is not a good feeling…

And I cannot understand why in Chaos Sanctuary, a Pit Lord demon can be knocked back by the boulder… But as soon as your boulder hits a finger mage, it explodes? Finger mages don’t look/feel like they are big enough to stop a boulder… A Gorebelly is definitely massive and it feels realistic that it should stop a boulder, but not a finger mage… But a molten boulder can knockback a Hell Bovine? So a Finger mage is some massive monster compared to a Hell Bovine? None of this is consistent in my mind…

Edit: I know there are some lists of monster sizes (example: https:// www.theamazonbasin. com/wiki/index.php/Size) but it still feels inconsistant which monsters cause MB to explode and which do not… I think less is better…