Exploding Spiders | Terrible monster design

I want to start off by saying the change to monster density is much appreciated, HOWEVER… this change has started to highlight some of the poorly designed mobs.

Spiders
The ones that instantly explode on death. They’re unavoidable for melee builds. In a dungeon filled with these things I’m constantly poisoned for 2-3x my health bar. If I ever run out of potions, that’s it, I automatically die. This isn’t good game design.

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Monster poison damage in general is broken and needs to be re-evaluated. The only issues I have with elemental damage are that and the moon clan shaman which empower their friends to shoot out lightning bolts. A lightning enchanted elite does like one tenth the damage those bolts do.

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They have to fix the resistances. Even with high poison resistance you get large damage ticks when standing in a puddle of poison. To me it feels like the resistances simply do not work.

And yes, those tiny exploding spiders are really annoying. I avoid them as a necromancer, but as a melee build they must be really annoying.

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Let me give you the rundown of a basic pull on these mobs. I go in, CC them and cast all my shouts giving me pretty high DR. Everything dies. I then proceed to spam 5-8 potions to get heal over the DoT. I then need to scavenge for potions before pulling anything else.

yeah monster’s poison damage is idiotic, as so is the damage from elite’s with the shock or fireball spells

all this is because resistances for players don’t exist, but don’t worry blizz have said they might fix resistances in season 2, something to look forward to for the 12 players left.

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mob poison dam is indeed broken

The interesting part is skeletons are weak to direct damage, but they can stand forever in a puddle of poison and walk away alive.

But as soon as they get hit by fire or lighting they die instantly. It’s bizarre.

Bumping this thread after going up to WT4 as a 66 Hybrid Rogue and simply trying a Tier 20 Sarat’s Lair. No enemy attack should be undodgeable, to make such an attack is poor enemy design. Also the fire Elites.

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You may need to just gain a level or 2 along with the better armor/weapons you will find on T4 you should be pretty comfortable with anything tier 20 NMD’s throw at you. I had a hard time at first on T4 @ lvl 66/67 but by lvl 69 with some better armor and weapons, which didn’t take long it was pretty easy going. By then I started doing t21 and up, now at level 78 I’m venturing into t30’s.

They are really easy to avoid if you are paying attention. Also, a lot of things like teleport instantly cleanse poison. Every class has at least one ability that will clean it.

Yea this is my second character, my first I’ve gotten up to 94. I just think undodgeable attacks are bad design. You should be able to escape any attack without damage. I haven’t had a problem with 99% of monster attacks in the game (armor leveling is a different story) but those two in particular are literally unavoidable for melee builds.

Not the poison explosion from the spiders, it’s literally a result of you killing the monster. Plus I wouldn’t have a problem with it being undodgeable so much if poison wasn’t insanely overtuned in the game. I also play Rogue so I don’t have teleport.

On death damage effects are just crappy design. I don’t like them in D3 and I don’t like them in D4. If it was just elites then I would be ok with it, but on normal mobs it’s just a time sink with no further reward.
I have found that if you freeze mobs it negates any on death antics.

The insane poison dots is the reason I switched from druid to necro during this season. Poison is so much easier to dodge as a ranged player. My bear druid would go thru five pots just to take out one elite. My health would tick away fast regardless of whether or not I was using a poison resist elixer. I don’t know how melee classes get thru this part.

For me it’s the wasps. :slight_smile: