Consuming Thrall mobs are way too strong
The new monsters based on tentacle miscreations from act 3 that spawns from Eater of worlds influence are way too overtuned, they simply spawn in front of the player and starts shooting.
My character is fairly tanky, no problem with any other monsters, but these just instakill me with almost no counterplay. My suggestion is to reduce their damage, or at least reduce their pack size. Last bumped on Jan 30, 2023, 8:25:11 AM
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+1
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Absolutely agree with this post!
I have a pretty tanky Juggernaut in Standard who can face-tank Sirus die beam last phase and other endgame boss mechanics that one-shot most builds, however, the eater of worlds thralls can melt me from 100% to 0 hp in what feels like a millisecond (and the map does not even need a ton of damage mods on it for that). Their damage just feels EXTREMELY overtuned at the moment, to a point where your build needs to have screen-wide instant clear to "counter" them (my quite min-maxed Ice Shot Deadeye has absolutely no issues with them for example). [Removed by Support] Actually, the only melee builds that can do well against them, are probably (as mentioned above) capable of screen-wide instant clear, or some block capped % life/es recovered on block builds. As the creator of this thread mentioned, no other influenced mobs that were introduced with this patch/expansion really come close in terms of the danger they pose to you (they are literally the only new mobs I have died to with my Juggernaut so far, and it happened several times already). Please GGG, come to your senses and do something about it, as this is going against everything you have mentioned recently about the direction that you want take with the game, such as slowing down the gameplay. I can only imagine how league players with undergeared characters felt when they encountered those mobs for the first time. Last edited by Lisa_GGG#0000 on Jul 2, 2022, 7:20:23 PM
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I absolutely agree with this, i started to encounter them and they spawn right in front of me and immediately start shooting projectiles, i never even get chance to go around them
Last edited by PYTHAXCESS#6291 on Feb 23, 2022, 1:32:16 PM
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To beat these, when the screen flashes (mobs incoming), stop walking forward and start walking in a circle (pick a direction). These mobs have a fairly long attack animation recovery so if you walk in a circle around them, you'll be able to kill them once they finish firing (while they are stuck recovering). Note that they seem to track much better at long range than short, so staying close makes it easier. I have fairly decent movement speed though (121% with my pots on) so this might not work for much slower characters (don't know if it does, haven't tried).
That all said, I agree with them needing a rebalance but hopefully the above helps others until that happens. |
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I might be wrong as I couldn't find the mob on poedb, but I believe they deal lightning spell damage that is also converted from phys.
It's so rapid in juiced maps that even suppress cap toons get clapped by the sheer volume. spell block characters are probably having the easiest time with them |
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I agree these are way too strong! They are at least TWICE as dangerous and overtuned as the crusader mobs that GGG admitted were overtuned and decided to nerf them (Can't recall their name). [Removed by Support] I love literally everything about this expansion except this one type of monster. Eater of worlds has killed me ONCE on my first try, yet his minions kill me at least once per map before I have a chance to even see them, even on low quantity/no dangerous mod maps. Please balance these guys GGG!
Last edited by Lisa_GGG#0000 on Jul 2, 2022, 7:23:32 PM
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Yes, the Eater Tentacle mobs can fuck right off. This issue has come up time and time again. Overtuned ranged mobs spawning out of nowhere, instantly blasting you with a barrage of projectiles, sometimes even offscreen. It is stupid, unfair and allows no counterplay aside from walking around in a spiraling pattern like an idiot, just in case some freakmobs might decide to appear. Oh and don´t think about looting unless you have cleared a three screen radius around the dropped item, walked over every single pixel and made sure no delayed spawn happens.
Funniest part, these mobs got introduced in the very same patch that was supposed to buff selfcast, the build-archetype that has to stand in place to deal damage. The archetype that is defined by the very same attack pattern that leads to instant death against the new mobs. It´s fucking ridiculous. Hold on to yer shite load o´ bloody barnacles on me arse-cockles, me hearty! IGN: Trapsdrubel Last edited by Azdrubel#6242 on Feb 26, 2022, 1:15:06 PM
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Usually I would say stop the mimimi but in this case I agree those are absolutely over the top melting fortify + 90% res + 50k armour + 6 Endurance charges instantly.
Songs are like knights. They need to be covered in metal. Last edited by Sadillan#3142 on Mar 23, 2022, 7:55:50 AM
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Playing RF Inquisitor with 6K EHP, 85/80/80 Res, 42k Armor and 1.4k Net Rege, 40%+ Block. When I stand still for a moment to click a Strongbox and they spawn next to me I am 100% dead. All other mobs are fine for me too.
I believe only thing is cap spell block, but with lightning res 80% and pius path + jewel for split damage with 1.4k regen it should be survivable, and I die like 1-2 times each T16 Map when i stop to click 1 of the 10 Strongboxes. Last edited by Demento0r#5384 on Mar 30, 2022, 3:49:01 AM
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