Porcupine Goliath Damage is too much

Point of this thread was that porcupine on-death effect is disproportionately more dangerous than anything similar in the game. Their explosion does too much damage and it scales too well with map damage mods. It devolve to shouting match of who get more stupid idea how to deal with it.

Porcupines are one of the few, if no the only one, monster type that give me dread. They are the only monster type that requires very careful approach by most characters as opposed to usual "it's read, it is dead". Porcupine goliaths are clearly out of line because they are dealing significantly more damage than any of their compatriots and also are disproportionately more taxing to deal with by melee characters or characters withlower physical mitigation.

This issue is also new in 3.7 because you could solve this problem by utilizing Immortal Call earlier, which greatly reduced the problem. This solution is no longer available and new solution require significantly more investment in terms of skill points, gem slots and gear.
Last edited by Baron01#3047 on Aug 15, 2019, 5:15:06 AM
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Baron01 wrote:
Point of this thread was that porcupine on-death effect is disproportionately more dangerous than anything similar in the game. Their explosion does too much damage and it scales too well with map damage mods. It devolve to shouting match of who get more stupid idea how to deal with it.

Porcupines are one of the few, if no the only one, monster type that give me dread. They are the only monster type that requires very careful approach by most characters as opposed to usual "it's read, it is dead". Porcupine goliaths are clearly out of line because they are dealing significantly more damage than any of their compatriots and also are disproportionately more taxing to deal with by melee characters or characters withlower physical mitigation.


Honestly i am playing almost exclusively melee and i had to go and google what monsters you were talking about in this topic because i never even noticed those things as remotely dangerous. It's not about melee having trouble with them, it's about complete glasscannons without any sort of mitigation having trouble with them.

Considering the OP actually managed to reach level 97 with his charakter and claims to only die to those things i think the best thing to do here would be to increase the damage of all other monsters significantly so they get in line with porcupines. I mean just look at his build a whooping 3 defensive nodes on his entire tree and zero defensive gems. All he has is a bit above average life. Builds like that should be punished a lot harder and a lot more often imo.
Last edited by Baharoth15#0429 on Aug 15, 2019, 5:22:21 AM
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Baharoth15 wrote:

... It's not about melee having trouble with them, it's about complete glasscannons without any sort of mitigation having trouble with them.

Considering the OP actually managed to reach level 97 with his charakter and claims to only die to those things i think the best thing to do here would be to increase the damage of all other monsters significantly so they get in line with porcupines. I mean just look at his build a whooping 3 defensive nodes on his entire tree and zero defensive gems. All he has is a bit above average life. Builds like that should be punished a lot harder and a lot more often imo.


You are just shit up, glass cannon argument is a scapegoat. Any character aspiring to conquer end-game will have to have certain amount of EHP, sustain and mix of mitigation and avoidance in order to be successful.

Porcupines, I call them spikers, are a problem for melee as their on-death effect is much more likely to hit you if you are in their vicinity rather than when you blow them up from a screen or two away.

I certainly do not play glass cannon builds and I fear these monsters as nothing else. They were scourge of my caster builds before 3.7 if I could not use CWDT setup for some reason. I full understand that CWDT + Immortal Call was too easy solution for this problem but taking it away and leaving Porcupine's spike damage unchanged was silly.

There are absolutely ways to deal with their damage, ranging from slowing down your clearing speed to investing into physical mitigation. It is just weird that single monster type and its on-death effect requires so much deliberate work while rest of the game is a cruise.
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Baron01 wrote:
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Baharoth15 wrote:

... It's not about melee having trouble with them, it's about complete glasscannons without any sort of mitigation having trouble with them.

Considering the OP actually managed to reach level 97 with his charakter and claims to only die to those things i think the best thing to do here would be to increase the damage of all other monsters significantly so they get in line with porcupines. I mean just look at his build a whooping 3 defensive nodes on his entire tree and zero defensive gems. All he has is a bit above average life. Builds like that should be punished a lot harder and a lot more often imo.


You are just shit up, glass cannon argument is a scapegoat. Any character aspiring to conquer end-game will have to have certain amount of EHP, sustain and mix of mitigation and avoidance in order to be successful.

Porcupines, I call them spikers, are a problem for melee as their on-death effect is much more likely to hit you if you are in their vicinity rather than when you blow them up from a screen or two away.

I certainly do not play glass cannon builds and I fear these monsters as nothing else. They were scourge of my caster builds before 3.7 if I could not use CWDT setup for some reason. I full understand that CWDT + Immortal Call was too easy solution for this problem but taking it away and leaving Porcupine's spike damage unchanged was silly.

There are absolutely ways to deal with their damage, ranging from slowing down your clearing speed to investing into physical mitigation. It is just weird that single monster type and its on-death effect requires so much deliberate work while rest of the game is a cruise.


It's not a scapegoat it's a fact. You can look far and wide at OPs build and you won't find any defense what so ever. That might be passable if you're playing a high dps ranged char who pops everything from 3 screens away but not on a melee. If you build a melee with zero defense you deserve dying. Not one of my melee chars even notices when those things explode even if i pop a whole group at once at point blank range.

Maybe those things stand out damagewise compared to other trash mobs but imo tuning them down to the rest is the wrong approach, the rest should be raised up. Everybody and his mother in this game is complaining about speedmeta and how this game is far too easy only to start crying and demand nerfs the first time they get killed by something. Especially in a case like this where the blame is clearly on a shitty build and not on the game. It's embarrassing.
Last edited by Baharoth15#0429 on Aug 15, 2019, 7:10:41 AM
On my main character this league which conquered all the content sometimes dropped by almost 50% when leaping into blue porcupine pack with 2-3 dmg map mods.

It's just perspective what is too much. Is 17k ES too much?
I represent only myself, my own thought and believes. I am individual, not a representative of the community.
I am not speaking on behalf of someone else and I don't get offended by things that have nothing to do with me.

3.13 was the golden age.
Porcupine damage is insignificant if you have any amount of armor. It is a bunch of small hits. Armor trivializes the damage. I have 5000 armor on my necromancer summoner before pots and I can shield charge directly into a porcupine mob, summon skeletons on top of them having the entire pack explode in my face and barely take any damage.

Porcupine damage exists to give an incentive to building defenses against physical damage in your kit. Considering that they finally nerfed the abomination that is immortal call I would expect to see a lot more emphasis on physical damage from monsters in the future.

Hell, a simple armor pot with 100% increased armor is all you need to ignore porcupines.
Why people even mention mele chars here in this topic?
Every mele char have 20k+++ armour or it should be deleted, right?
So mele is out of the table.
The problem is for spell chars. Is not easy to avoid them if you go (for example) Light Arrow, and the skill kill 20 of them before you even know they are there!
How about if you golems, totems, zobies and etc? You can NOT control when and what you minions/totems will kill ;)
And what if you go Impulsa? A single barrage click may kill 50+ of them? Then what? You will take armour flask? C'mon, grow up :)
So, yes, compared to any other mob in game, Porcupine Goliath are OP OP OP.
https://www.youtube.com/channel/UCSZ7RbcDVKuy3FHYQyuKkXQ
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Madridist wrote:
Why people even mention mele chars here in this topic?
Every mele char have 20k+++ armour or it should be deleted, right?
So mele is out of the table.

Nonsense.

Evasion works as well as armour against porcupines, I am playing a RF trickster right now with ~7k armour and no armour flasks, I blow up packs of porcupines and barely feel anything.



Just
build
defences



Or keep dying to porcupines, your choice.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
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Fruz wrote:
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Madridist wrote:
Why people even mention mele chars here in this topic?
Every mele char have 20k+++ armour or it should be deleted, right?
So mele is out of the table.

Nonsense.

Evasion works as well as armour against porcupines, I am playing a RF trickster right now with ~7k armour and no armour flasks, I blow up packs of porcupines and barely feel anything.



Just
build
defences



Or keep dying to porcupines, your choice.


Ain't say i die everytime i meet them. My point is that they are ugly when you ran bad rolls on the map. They are ridiculous OP compared to any other mob. Thats it :)
https://www.youtube.com/channel/UCSZ7RbcDVKuy3FHYQyuKkXQ
Problem I have with porkies is that it makes me feel as if all my builds need to shatter to be safe.

Especially on the north side of the tree where evasion is king. It's easy to live thru porkis on the south side of the tree because of the inherent mitigation of armor and stuff like molten shell.

The problem is as a caster we have to end up using crap like steel skin which requires good timing as it goes on a fairly long cooldown.

The problem is I rarely see a map where there is one or two packs of porkies. If porkies are in the map, then almost every other pack is a full pack of 8-10 porcupines.

I can't cooldown my selfcast defense abilities every other pack. I also don't have armor to eat the blast I have to pray that my 60-70% dodge + evasion stacking will save me.

So the other option is make sure everything shatters or corpses are gone. This limits caster build choice imo.

It's primarily the reason I hate ignite and poison builds.

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