So all the spores in the fungal delves were changed with 11.1. They no longer wander around unpredictably (a few do wander but in circular fashion) and are no longer targetable NPCs; instead, you must stand next to them for about 3 seconds to force them to “grow” until they begin to explode and put the explosion circle on the ground.
This is all well and good, as lots of people thought this was annoying (although frankly I enjoyed the old method because it was a form of skill expression in these delves). You can still damage mobs with the new explosions, BUT the enemies that are hit are randomly instantly recovering the damage they take from the explosion. It doesn’t appear to be a heal as there is no healing text that appears on their frame or in the combat log, so my assumption is it is a bug since the health recovered is identical to the health lost from the spore.
Really, there was no reason to change the spores to begin with (IMO) but if you’re gonna do it, at least make sure they aren’t now 100% a waste of time.
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Just to add an update to this, mobs also no longer receive the highly-damaging disease DoT from the explosion, but players and Brann still do. It doesn’t make sense that these would behave differently if you’re still going to let them hit both players and mobs.
I did notice the 1 delve I’ve done with this mechanic (redesign), that the only thing the Spores were effectively doing was knocking the enemies back & not damaging them. But Brann was getting demolished, so I avoided using them.
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That’s what I’m finding - me and Brann are getting wrecked by the spores, but all it does to enemies is knock them back. So it makes an already annoying mechanic both annoying AND useless.
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I noticed this recently as well. Hoping it gets fixed since damaging enemies with the spores was part of the fun of these fungal delves.
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Alright, this is really dumb. Just had two sporebits drop an enemy to 16 health and it reset to 100% right before my eyes. With no other effects possibly involved, the bug is extremely clear.
https://youtu.be/3woHAY_Tg2o
EDIT: Just had this happen again, and despite landing what should have been a killing blow on the 16-hitpoint enemy as it was flying past me, its health didn’t budge and instead reset to where it was when the spore hit it. So there is clearly something here that is also preventing other damage dealt until the health reset happens.
This entire redesign of the sporebits is a gong show. It’s already bad enough that they are much more difficult to spot underneath enemies with large models (i.e. rares and the elites) without the nameplates available to see them.
Yeah, sporebits only seem to heal enemies now. They do zero damage. I’ve been trying to blow up enemies in Mycomancer cavern, and they don’t do anything, except sometimes heal enemies.
I think this is some kind of funky anti-cheesing mechanic to prevent you from just using the spores to kill everything for you.
We’re in April now and while the spores seemed to be working properly last week, after reset this week they’re back to enemy mobs regaining health. It isn’t intentional or it wouldn’t go back and forth between working as expected and not working (mobs regaining health). If they can’t fix the bug, just put the spores back to their original target mechanism bc at least they worked.
It’s so annoying lol.
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I’ve had this happen in multiple runs of Mycomancer Cavern this week. Spore will explode on mobs, mobs fly, sometimes gain health. It is pretty tilting when an elite gets knocked away and regains 40% health.
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