Are Essence Monsters Supposed to be harder than bosses?

The monster gains mad stats and DR based on quality and quantity of the essences trapped. So it's normal that it's stronger than a boss.
Map bosses are like the only moment I can relax in maps now ... unless they have add phases...
Last edited by leto2626#2588 on May 20, 2022, 2:39:50 PM
Essence mobs have always been exponentially affected by extra essences after the first two. Especially if they're corrupted or have the corruption essence which conveys:

You take 6% of your life as phys damage per second
You have 30% reduced move and action speed
You cannot leech from the Remnant of Corruption essence monster(s)
Spawns 2 additional rare adds "Fleshmonster" which deal phys damage and inflict bleeding (and can't be leeched from either)

Idk how increasing the tier of essence affecting a monster affects the special moves it gets from that essence. For instance, on an i83 rare mob (minus any consideration of archnemesis mods) with Deafening Essence of Greed, how is the corrupted blood ball nova affected by +1 tier vs. say, Shrieking Essence of Greed? More balls? Does the monster gain extra HP or leech more life from you?

Would it matter if the tier of essence were lower? Probably not - it seems essences grant a binary ability suite to a monster that might include adds, on-off proximity auras, spells with a fixed base damage range, or a fixed amount of ES based on the monster's base HP (Woe).

Juicing via atlas passives though will crank up the number of active monster abilities, and if these DO scale with tier, you're asking for your shit to get pushed in by running them on a juiced map on monsters that will get a slew of archnemesis mods AND potentially beast mods.

Something like Greed or Woe might actually have hidden scalable buffs to monster life and ES that depend on ilevel, tier, monster ilvl, inherent rarity (unlike Archnemesis mods which are based on the base HP of the monster type and ignore rarity because they confer rarity by virtue of mod count).

Things like Loathing and Spite might be super rippy even if they're the only essences because who knows how they scale monster crit chance/multi or pen with increasing essence tier. Running a map with big crits already on it and then finding these in the wild might be asking for a punch in the crotch.
[19:36]#Mirror_stacking_clown: try smoke ganja every day for 10 years and do memory game
I’m glad they are hard. Each essence on average is functionally better than a chaos orb for self-crafting. Do you really think we deserve 4, 5, 6, or 7 chaos as an easy gimme every time we find an essence monster? I think Essences are in a great place this league.
"
budawpi wrote:
I’m glad they are hard. Each essence on average is functionally better than a chaos orb for self-crafting. Do you really think we deserve 4, 5, 6, or 7 chaos as an easy gimme every time we find an essence monster? I think Essences are in a great place this league.


Shame omni is so rare now. I loved selling str/dex essences for 7c each. (Now they are like 2c)
SSFHC

i stop playing right now to this garbage balance and vision of the game.
Juggernaut lvl85, molten shell, max all res 79+, endurances charges, 25k armor, 100% spell suppress, 6.5k life, stun and freeze immunity, shock mitigated, 60% reduced critical strikes from enemies etc... etc... etc...

My build facetanked bosses, litteraly destroyed in 0.2 seconds encountering a blue pack (steel infused + chaos weaver) on a T4 map (0 mods).

This game is shit now

Bye Chris
I deliberately took my friend aside and warned him that steel infused mobs were now the most dangerous ones, its the only time they've added a mod that actually works better for evade than armour.

Frankly they need to reduce it, I'm pretty sure I read it was 40% overwhelm and that is just fucking insane, would they give a monster 40 fire pen?

This is a classic case of just a glance at the numbers and a thought about how we encounter established situations would let them know it was inappropriate and a good example of while I think the community is pretty toxic they do deserve some stick for "extensively tested".
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TalRashAzz wrote:
SSFHC

i stop playing right now to this garbage balance and vision of the game.
Juggernaut lvl85, molten shell, max all res 79+, endurances charges, 25k armor, 100% spell suppress, 6.5k life, stun and freeze immunity, shock mitigated, 60% reduced critical strikes from enemies etc... etc... etc...

My build facetanked bosses, litteraly destroyed in 0.2 seconds encountering a blue pack (steel infused + chaos weaver) on a T4 map (0 mods).

This game is shit now

Bye Chris


What balance? Youa re playing SSFHC and game was never balanced around it. You are making game harder for yourself and you are complaining that its too hard.
"
Draegnarrr wrote:
I deliberately took my friend aside and warned him that steel infused mobs were now the most dangerous ones, its the only time they've added a mod that actually works better for evade than armour.

Frankly they need to reduce it, I'm pretty sure I read it was 40% overwhelm and that is just fucking insane, would they give a monster 40 fire pen?

This is a classic case of just a glance at the numbers and a thought about how we encounter established situations would let them know it was inappropriate and a good example of while I think the community is pretty toxic they do deserve some stick for "extensively tested".


I will try unalocating Iron Reflexes(and changing into auto-triggered Steelskin) to see whether 20k evasion is better than armor...
Two-handed - Mop
Dual Wield - Slippers
One-handed & Shield (close combat) - Brush & Basin
One-handed & Shield (ranged) - Hair Dryer & Mirror
Main-hand & Off-hand (evil witch) - Sponge & Soap
Last edited by Heartsease#0763 on May 21, 2022, 10:51:30 PM
One of my biggest issues is when a dev comes out and says all 3.17 builds will work just as they did. Except it wasn't mentioned how effective they would be or what alternate gearing routes we should consider due to overly tanky mobs that give no appropriate reward for the extra time spent killing them. Just slapping more defenses/resists/health onto mobs to "slow down" the game just feels bad when the rewards are what they had been previously.

What's our incentive to play this game again when it takes us longer to do the same things we did last league and those prior? HMMMMMMM? MTX? Pass

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