Baran Influenced Map - Ground Lightning Spikes

https://youtu.be/6RWrRLPyjGQ?t=284

This is to address the problems with the lightning spike ground affect which explodes on impact after a duration and does massive damage. (you're pretty much dead if you stand on these things)

The video attached is not my own character but an example of the spell/attack in question. Obviously that character is missing a significant amount of life needed to do maps and he had time to move away from the spikes but didn't.

In my case, my death involved me flame dashing away from a pack only to land on some of these spikes just as they were exploding which ended my HC character's life (75% lightning res in a tier 71 channel map with 6.3k EPH)

All timed-ground effects in this game are in my opinion completely bogus. You can't have a game that scales monster pack size and still "timed ground effects in the game". Why? Because the more monsters you have in the map, the more of these spells go off which are unavoidable if you have a large pack size. You're character is pretty much doomed.

This goes onto the long list of notorious ground death effects.

Before we had a problem with the visuals, we couldn't see that a detonate dead explosion was occurring on the ground, yes but now that was fixed where you made it a lot easier to see. However the problem isn't a visuals thing anymore, you simply cannot dodge these types of attacks if they are all over the ground(due to high pack size = more monsters = more monsters creating deadly "1-shottable" timed-ground attacks)

Especially in a yellow map with no damage mods. When there's like thousands of things going off on the screen, you can't expect someone to notice some spikes on the ground that explode and kill you instantly.

It's also annoying because, I didn't actually "apply" the Baran mod to the map, it wasn't a choice I could make. It was an automatic random spawn...and you only realize it's dangerous after you die to it.

Just some food for thought, hoping someone could look into this mechanic more closely.
Last bumped on Nov 21, 2020, 6:51:22 AM
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"
vietknight wrote:
https://youtu.be/6RWrRLPyjGQ?t=284

Spoiler
This is to address the problems with the lightning spike ground affect which explodes on impact after a duration and does massive damage. (you're pretty much dead if you stand on these things)

The video attached is not my own character but an example of the spell/attack in question. Obviously that character is missing a significant amount of life needed to do maps and he had time to move away from the spikes but didn't.

In my case, my death involved me flame dashing away from a pack only to land on some of these spikes just as they were exploding which ended my HC character's life (75% lightning res in a tier 71 channel map with 6.3k EPH)

All timed-ground effects in this game are in my opinion completely bogus. You can't have a game that scales monster pack size and still "timed ground effects in the game". Why? Because the more monsters you have in the map, the more of these spells go off which are unavoidable if you have a large pack size. You're character is pretty much doomed.

This goes onto the long list of notorious ground death effects.

Before we had a problem with the visuals, we couldn't see that a detonate dead explosion was occurring on the ground, yes but now that was fixed where you made it a lot easier to see. However the problem isn't a visuals thing anymore, you simply cannot dodge these types of attacks if they are all over the ground(due to high pack size = more monsters = more monsters creating deadly "1-shottable" timed-ground attacks)

Especially in a yellow map with no damage mods. When there's like thousands of things going off on the screen, you can't expect someone to notice some spikes on the ground that explode and kill you instantly.

It's also annoying because, I didn't actually "apply" the Baran mod to the map, it wasn't a choice I could make. It was an automatic random spawn...and you only realize it's dangerous after you die to it.


Just some food for thought, hoping someone could look into this mechanic more closely.


Lets hope the devs dont look too much into it and repeat 3.9 monsters buffs, in this case increasing the ground mines AOE,damage, activation speed.

What i noticed in this clip (0.25 speed) is that the visual explosions dont match the actual dmg-radius.
Sadly not only the case for Baran monsters but a lot of other npcs as well.

I assume they will ,with a high chance, remove this specific monster type when they replace the endgame bosses with somethinbg else.

But i dont think they will change their kill-players-by-all-means approach anymore, while at the same time constantly intoducing power creep.

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