Monster Zombies in Rifts

I’m sure you have all seen them, Monsters that hang around after dying that sit there and do nothing. Sometimes they run in place, lay on their back and kick or hang in midair (with sound effects). Some are quite entertaining.
Then, there is the trash that hangs around after a greater rift guardian is killed and continue to cause your character damage. Most you just kill but occasionally, there are ones that you cannot target and kill. I’ve had to lead some of those away so that I can ditch them and go back to where the rift guardian was killed to pick up gear and gems, and to upgrade legendary gems.
Are they all just programming glitches or are some intentional?

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Should be glitches, but doesn’t make them less annoying.

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I see it often from pylons in echoing nightmares. Real monsters that linger or show up after killing the rift guardian are a nuisance for sure… right when you’re interacting with Urshi.

The ones that I hate most are the ones you HAVE to kill to complete a bounty, but you can’t, cause they’re glitching. And you just spent ten minutes doing the other four bounties, but you can’t get your bonus because the game is BROKEN! Aaughh!

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There’s a kill switch that triggers when Rift Guardian spawned, but some small critter spawning monsters such as Grotesques, and Corpse Raisers bypass that somewhat and unleash a few creatures if you are around them. I don’t think it’s an oversight altogether, because they help you to dish out Area Damage against Rift Guardian.
If you happen to click a Pylon to spawn an Elite after Rift Guardian arrived, and they’re still alive after you finish the RG, you only need to town portal then come back. Once RG has been slain, whether there were Elite enemies or additional summons by Rift Guardian remained, they’ll be wiped by the game once you town portal and return from town. Besides parrying some ferocious attacks of the Rift Guardian, Homing Pads can be utilized that way.

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This season I’ve encountered a few instances where a single elite of a pack remains with zero health and then nothing happens. It doesn’t die or drop any progress globes. All part of the fun! :slightly_smiling_face:
Just happened today:

(It can still be targeted and show damage numbers dealt).

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It’s not a bug, it’s a feature™. You found the hidden training test dummy for clocking your true DPS in-game!

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You pushed them around too many times or in a small time frame, game fails to reset their state and no entity is allowed to go through other animations until they complete their current one. Hence, you get bugs like that and monster starts to “limbo under the rug”; entity needs to be removed by the game after queued up death animation played, but it can not start because server can not pinpoint their position or angle.

I presume that it’s caused by Black Hole pulling the monsters but something else applied momentum to them as they accelerate or decelerate away from BH. Although, it could be something entirely random and out of your control, check if your Follower is using a specific spell to tackle them or void their space then see if your other spells can mess positioning up with additional knockback.

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Thx for the explanation at least. Had it happen again some time later with a Dune Dervish minion after killing the champion and the other minions. The Firebird build spams explosive blast and Frost Nova Bone Chill the latter causing abrupt stops in the monster’s movement and then the occasional Black Hole pulls. The Enchantress actually has no hard or soft CC at the moment apart from the Powered Shield skill that slows melee attackers.

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Since I play the vast majority of the time as a crusader, barb or monk, it’s definitely not caused by Black Hole. The animation loop also accounts for the elites that are just there, but only as ghosts.
I don’t play a lot with gear or skills that knockback. I’m usually try to slow, stun, freeze or blind. It’s more likely to be something random. I’m usually playing with an enchantress or a scoundrel. Neither have a spell or skill that “moves them around”.

I guess the effect could be caused by pulls.