MOB density take After patch

Mob, mobs, mob infinity and beyond.
Is there ever a point where we say “this it too much” when it comes to mob density?
I would say yes, for the sake to save time from being swamped in a new char 1-50, getting there is interfered by the tidal wave of mob density.
Paragon and up, you NEED the density, because XP is now the bag of flour or toilet paper in a pandemic shortage.

The fun scale on the increased density is equivalent to peeling a potato with a chainsaw, you’re making a mess and all that’s left of the potato is the peels. It’s fun, but also simultaneously not if you wanted a mashed potato to go with your chicken.

I played a Mod on Grim Dawn that let me choose between monster density.
Little increase, high increase, And just plain insane increase. Just think if D4 could be modded it would not only get fixed but probably Be one of the best games out there.

Today i ran a nm-dungeon. I sadly forgot the name of it. The first two circles of the dungeons layout were just empty. After two hours carefully exploring the dark scary dungeon with a torch my funny toon found the entrance to another cave where he actually was able to kill a few monsters.

Yes. (In some) dungeons they added a couple of monsters to the existing packs but did not put some new packs of monsters into the wide empty hallways/passages. Hooray.

Who complains about too much mob density in an ARPG. Bizarre.

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I guess people who cant wipe away complete screens of monsters by hitting one button like a bowamazon in D2 are complaining now.

They get scared of every added monster they have to handle.

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It would be amazing, but it would have to be blizz content provided, they didn’t like people using mods that wasn’t their invention.
Or maybe they have a heads up on mob density in NMD with the afflict list on the sigil?

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Yes, and the game is above that point already.
It makes the game more boring.

Make each enemy more of a challenge instead. Fewer, but more interesting enemies is the way to go.

I vote for all elites. That way my cool downs will reset by the time i find the next pack.

We have two different types of players.

  1. The oneshotonebutton clearing whole screen fans

  2. The Souls-Like Game Fan who wants DIV to be like that type of game

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Possibly the same that ranted about level scaling…and here we are today.
Hopefully density ‘complaints’ go unheard by the Devs. This was a needed addition.

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Would never happen to a live service game. UI Mods? Maybe, even that’s skeptical. Actual content mods, never.

I really don’t know why the mobs just don’t scale to player level. Seems to work in D3. So now my level 60 Necro finds mostly level 55 mobs.

Yeah, I know. But hey we can dream?

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I do, you’ll thank me for every new char restart for seasons.
New char get the XP juice from rushing whisp dunges and other favor quests (a single favor turn in is like a lightning bolt of xp in lvls 40-50)
Think of it in the long run, we have to redo renown, we have to lvl new chars. Every new season.

Paragon up though, it’s on the other spectrum, XP comes from killing everything along the way in NMD dunge, Helltide. The XP from favor turn-in or NMD completion is nothing compared to sweeping the dunge map of monsters. It’s where density is the heart of XP gain.

The reason they upped mob density is it slows down the end game even more. They didn’t even consider the ramifications to already strained resource management. Someone said they wanted it and BAM here it is. Why so fast? Are resistances fixed? No, because dying slows you down. Mob density slows other players down who don’t get experience anymore. If there is one thing their design is consistent in, it is wasting player time. If it costs you more time, it’ll go in straight away because they can just say “people were asking for it.” Note that not everything goes in straight away. Only the things that slow you down.

Sadly, on July 18th, scaling was reduced to -5 levels.
There was an outcry by a % of the player base.
Before people even took the time to learn the game and long before the training wheels came off - “OMG Level scaling censored” to paraphrase it.
It was one of the earliest complaints and one of the most vocal.
From the Devs:

Summary

Developer’s Note: We want to give players a better sense of their power progression and mastery over the world while still challenging themselves with structured End Game activities.

World Tier III Example:
If the the player’s Level is below 55, the monster’s Level is 55.
If the player’s Level is 56-60, the monster’s Level is 55.
If the player’s Level is 61, the monster’s Level is 56.
If the player’s Level is 62, the monster’s Level is 57, etc. (from this point the monsters will always be -5 until World Tier III’s max monster Level of 70).

World Tier IV Example:
If the player’s Level is below 75, the monster’s Level is 75.
If the player’s Level is 76-80, the monster Level is 75.
If the player’s Level is 81, the monster’s Level is 76.
If the player’s Level is 82, the monster’s Level is 77, etc. (from this point the monsters will always be -5).

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Thanks, I missed the memo. I started after the great nerf charlie brown thing happened.

The real problem is more mobs but most classes are stuck waiting for cooldowns, A Sorc will have 4 skills all on cd most of the time 70% of game is waiting for cd.

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Yes, And all these cool downs seem to only make tempers rise.