Stunlocking snake eyes

Anyone else feel like something NEEDS to be done about these eyes?

Alone, it’s not bad. They don’t stun for that long, but the geniuses that designed some of the elite affixes that can spawn together need to be tied up naked and repeatedly beat with multiple wiffleball bats!

There’s pretty much 0 time to dodge the stun, every once in awhile it’s possible, but there’s nearly always no evades left, because those eyes always spawn with a mob that can do a windup stun, and take you down. Constantly having to evade away, which I know is the name of the game, but when it just simply becomes impossible, because all CDs have been used, evade charge is at 0, and it’s pretty much stunlocked until death.

The devs seem to have made getting out of EVERY SINGLE KIND of rely on either a CD, or use of evade. That’s just not possible if there’s even a hint of lag in the connection, and let’s face it, blizzard datacenters are either garbage, or they’re under constant attack.

I know some people will have no trouble at all, but I guarantee those people are in close proximity to a datacenter, with minimal routing required to get there.

For those of us who aren’t in close proximity, those extra milliseconds of lag seriously add up, when the devs have designed all these encounters at <2MS ping. When you don’t have the luxury of fiber to the server you’re testing on, these mechanics become. Well. Stupid. And the devs who think players will have the same no latency are just that, as well.

There really seems to be no thought about the real world when it comes to game design there at blizzard. Seriously does seem like these devs think what works on paper will play out live.

And it’s getting truly sickening to deal with. Damn near too sickening, I’m one or two stupid more Blizzard antics away from deleting this nonsense, packing my PC full of tannerite, and bringing it out to the range for one final exclamation point on my built up frustrations over this steaming pile of garbage called a game.

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I personally hate the spider webs, 1 corpse can hide them and they are everywhere when fighting spiders

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I’ve noticed the eyes can track back and forth. They should only be able to rotate 1 direction. Once they see the player the animation of the eye opening should be more dramatic and obvious. Then give at least half a second before the stun.

Finally we should be able to target them and kill them. Should have as much health as a small bat.

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I don’t really mind the snake eyes as much as some other CC because I’m watching for the eye flying through the air, before it stops and starts up the freezie beam. If you miss seeing it landing though, yeah it’s really fast.

On my Rapid Fire Rogue, the Spiders are especially annoying though. Rapid Fire sticks you in place for a moment when you use it, the Spiders fire this stuff repeatedly…

On WT4 it is actually not possible to stop and fire Rapid Fire at a Spider without getting locked in place without using a cooldown to move out of the way the instant your rapid fire is finished. Even then, I think it still hits a lot of the time. I think that’s signalling to me why Rogues are picking Pen shot and not Rapid Fire for high level play, the movement reduction is probably eventually lethal.

Developers should try to be careful with this kind of thing because if they overtune it, then it ironically becomes a gear / ability based solution instead of a player skill based one.

Damage reduction while cc’ed is a thing on gems and gear.

Snake eyes, spider webs, frost bombs, fire jets, NM affix stuff…

The sheer amount of CC and DoT in this game is horrendous.

There is no time to think, so combat is reductive and non-strategic or skilled.

Which just makes the stun-lock death all the more agonising as it take a second longer to die.

It is the combination of things that poses a threat and makes the game enjoyable and gives an element of challenge which otherwise doesn’t exist.

Which seems to be what people want?

They just want to slay treasure goblins or do dungeons that only have destructible objects in them.

Basically people want a simulator.

Edit: The game gives you everything you need to deal with any threat.

With the exception of course being latency.

Yes. And latency is what I pointed out. Thank you for at least acknowledging that portion and not just completely fanboying the reply out.

Yeah. It’s one of those things that are fine on its own, but coupled with other problems D4 has, and it becomes very annoying.

Often when I get caught by these eyes it’s because I’ve got a skill queued up and I’ve pressed dodge but the character is still doing the last action.

This game demands so much instant action yet it implements a long input queue to deliberately mess with that. Add to that I play a Lightning Storm druid which is a channeling core skill, meaning the build was designed to have me holding down or mashing my skill in the first place, then punishes me for doing that.

And don’t forget that we still have mob collision (so when you are out of evades due to the trillion stuns you have to evade, you can only walk yet mobs obstruct your pathing), terrain that could lock you in place if you as much as approach it at the wrong angle, and animation lock.

The skill queue really needs to go away, or the demands on instant reaction be relaxed by a lot.

Also can I mention the brutes that raise both axes high and track you? You can’t evade when he raises the axe because his tracking doesn’t stop there. It stops the moment he starts swinging the axe down, meaning it’s more a souls-like evade you have to do for this stun, unlike other stuns where you can evade the moment you see the wind-up. With these brutes, if you evade just on millisecond too early, you’ll see him turn 360 degrees if it needs be as the axes slam down and still catch you mid or after your evade.

D4’s combat design is quite inconsistent and incoherent; it feels more like a patchwork of third party mods mashed together, with no regards given to overall balance, not something produced by a team working closely together.

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The prettier a game becomes the more it has to deal with latency.

This is why muds still have better gameplay than modern day titles.

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Wow someone that played muds lol that takes me back to some good ol days

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I miss those days!

I got my start in programming on a MOO, after a lot of MUD time! 2800 baud modem. Never thought that would be looked back upon fondly!

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There’s a ton of stuff like that… I was doing a Nightmare dungeon last night and noticed how cheesy the hitboxes for the Skeleton Ballistas are: I had dodged to the side of the Ballista’s “barrel” when it fired, I guess the “swooshy air” surrounding the bolt starts right at the barrel and it does hit you even though visually you weren’t even in front of it…

This game doesn’t work well as an actual evasion game. A lot of stuff like that, big enemies swiping much farther than they appear and enemies tracking you instantly lead it into being largely gear based. Unless you fight things from the corner of your screen, there isn’t really a lot of evading some of these things ^^;

It kind of feels like it was designed by an MMO design team, where they try to make it impossible to kite or evade so that you’re using the games numerical systems.

My main point, is this game really isn’t difficult. It’s just dumb.

There’s stuff in there that’s just, stupidly laid out. A challenge is one thing, just simply having to deal with stupid mechanics that rely WAY TOO MUCH on instant reaction, when the game, by design, does NOT ALLOW that instant action in way too many circumstances, is just a recipe for the failure that is this game in the current state.

Again, this doesn’t apply to everyone. If you’re in a city that has a solid connection to a backbone that directly goes to One Wilshire, or only a couple hops off of another carrier hotel, then you’re golden. You’re not going to have to deal with the latency issues that the rest of the people who aren’t so fortunate HAVE TO DEAL WITH. Honestly you’re not even going to be able to understand the struggles the rest of us have to deal with. To you the game is working fine, and as intended. You have no frame of reference to what I’m speaking of.

And there’s nothing we can do about it. It’s not always the individual’s PC at fault, nor the internet connection itself. I have gigabit fiber to my door. Download at 980MB/Sec easily to geographically local servers, but to anything in LA, i’m down to about 600 MB/Sec with a lot of stutter.

Stutter is what’s bad in this game, and what the devs have obviously NOT accounted for. Or if they have, they have not done so to a degree that actually matters with these mechanics they’ve implemented.

There’s just no way to get around these issues, without that low latency connection to the datacenter.

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Is it on gear? I thought it was just duration reduction.

gear doesn’t stop multiple stun locks. Even with a CC reduction stat when multiple stuns going off at once makes it a free beatdown on the player.

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The solution you’re looking for is called Unstoppable.

those spider webs are the worst, they’re not even that dangerous, just really annoying because they’re impossible to see 99% of the time and just slow your progress

Constant unstoppable would be great, but unfortunately, the mobs can chain CC way more than unstoppable can unstop before the internal cooldown on use is available again.

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