Instant Death Effects

The ghostly exploding fallen really need to go. You can’t target them and the elite will just keep endlessly generating more so you’re constantly just dancing around trying to avoid these things and they stack up on the same spot so you get hit by multiples. Having some of that in the game is cool but when it’s being spammed at you just becomes no fun. It’s not a cool mechanic. It’s just dumb. Also the smaller fire explosions that get spammed on the ground need a slightly longer timer. You have about a half a second to dash out of there and a lot of times again those are stacked on top of each other so they become an instant death scenario. Sure if you’re running around with Selig and the broken Glynn’s Anvil then you can just tank through all that. But Glynn’s won’t stay broken forever, and not all classes, including the sorcerer can’t even use it.

I agree that the executioner sword is a bit over tuned as well, not as bad as the first two examples I mentioned, but still pretty bad.

One more scenario that I’d like to mention is Mephisto’s white electric beam. That one is instant death and there’s no telegraph or indicator that he’s going to use it. A lot of times it’s done off screen as well. That’s a total BS scenario.

I think it’s also worth mentioning the blood seeker upgrade you can get for the pit. Those monsters are clearly 5 to 10 tiers above what they say they are. It doesn’t matter at medium and lower tiers, but when you start hitting pit 120 those things are brutal.

Again, the point here is to not just make the game super easy, it’s to scale these outliers so that they’re more in line with the difficulty level that you’re playing at. And avoid these surprise spikes that are well beyond the power range of anything else in that tier. If you want things harder, go to a higher tier or pit level, no problem with that, let’s just be more consistent.

3 Likes

Was comming here to put this, instant death bombs and traps is gross.

2 Likes

Seems like even more of those dropping swords this season. It’s annoying on hardcore because 2 of any bs attack on the ground will kill you. I don’t think it’s fair play that mobs I completely killed get to have red afterbirths and fresh attacks. I craft my character to take enemy health to zero, they are dead, gone. In no universe should anything get to continue attacking after they are dead and not even on screen.

I don’t take all the points in the activities. Why add more problems.

2 Likes

S14 sucks big time. Characters nerfed to the moon and back not only on damage side but on survivability also.

Atm maxed out ww barb, 232 paragon and cant farm T12.

Also, were all the mythical drop, not one so far and we cant equip crafted ones more than 1.

This is so stupid.

Update: changed to Sealing amulet. Went non-life build. No way to not get annoyed by all type shetty ground effects and other demential elemental damage.

1 Like

Absolutely agree with this. There is alot of things(especially elemental) that are waaay to overtuned. Its literally why people are going out of their way to make “immortal builds” because they hate getting popped by something that shouldn’t be doing how much damage it does. Instead of looking at it from a lense of “oh gotta nerf cuz players are abusing these item combinations” they need to step back and think about why players turned to these tactics. I really do hope they see this and actually take the time to at least consider that the problem isnt the “immortality builds” and such but why theyre being so predominantly sought after.

3 Likes