TIP -> 3 mentally ill affixes you want to avoid in Ancestral nightmare Sigil

Empowered frost
Empowered Suppression
Strombane - this mofo is…

If your full melee build like me that is and aiming for >+4-5 lvls higher monsters

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Anything suppression is annoying for someone trying to take it out from range. Especially ranged minions that can’t penetrate the field and are always outside it.

Honestly it’s like blizzard completely unlearned all the lessons from Diablo 3 and have to learn again. Or they’ll just be stubborn and leave it and say it’s okay.

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1 more i can add is the rrecource burn for anything that uses recources like ww barb xD

Shadow (forget second part)

Where shadow balls hit you and drop a Shadow pool under you taking 75% of you health is stupid. You can’t react fast enough and you will get hit.

Also the one where ranged burn your resources I just salvaged that one. It’s already hard enough to get resources and make your build playable. Don’t need less fury.

As mobs I can say Green Wraiths are nasty! along with those quill rat thingies

Mentally ill affixes? :rofl: :rofl: :rofl:

Oh yea resource burn, fun affix on top of all of this nonsense!

Stormbane? Seriously? Stormbane is basically free.

free wat exactly? Think you got it wrong XDD

Free, meaning extremely easy and not at all a problem.

hehe, cool story bruh!!!

I believe that’s just the tip of the iceberg. I think that the combat/event mechanics, or even gameplay in general are one of the worst things in D4, like if they didn’t play the game themselves before releasing it. I have no problem with stuff being hard, but feel that they’re continuously taking colliding decisions: they always put 2 things together that go in the opposite direction, and I think it’s a bad design:

  • Lightning storm dungeon affix: everything is fine until there’s a mob exploding on death inside the dome or whatever ground effect, so the dungeon affix says “stay under the dome”, but the explosion/ground effect says “get out of here”. Or until the dome spawns right at the same time you use the cooldown on your mobility skill in order to travel ahead. Backtracking every X seconds is clunky.
  • Stormbane + whatever event inside the dungeon: the event tells you to stay in a small room in order to kill the most mobs, but at the same time the dungeon affix tells you the opposite, to leave that place otherwise it’ll release a deadly pulse on you.
  • Horrible horse feel: supposed to improve your mobility. However the game is plagued with features against horse mobility (cliffs, barricades, cooldowns, “dirt” in the path, …).
  • “Blood is the key” events: being that easy masks that forcing a ranged player to stand still in a small place instead of kitting attacks is a poor game mechanic. Forcing a squishy char to facetank is lame.
  • “Blood is the key” - melee PoV: ranged mobs can stay far away from the blood plate, so you have to leave it in order to chase them. Inb4 “git gud”: I believe I’ve never failed one of those, I’d prefer them being harder, and fail than being that clunky.
  • TB Rogue has absolute OP damage and very low survivability → Nerf Rogue survivability, keep damage. I get what a glass cannon is, however everything has a limit, and the survivability one on rogue has been crossed no matter how defensive you spec. Scaling down its damage without touching its survivability (that was fine back then) would still make it to be considered a glass cannon.

And these are just some that come to my mind, but I’ve seen dozens of these stuff that seems to pull you in both opposite directions simultaneously.

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