Monsters with high regeneration is a problem
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That is not correct. Most spells have a hit component with a few exceptions like bane.
Sounds like you are confusing hitting with attacks chance to hit. If spells didnt hit they wouldnt be able to leech which they obviously can. Last edited by gladiatorpie#3317 on Aug 7, 2022, 9:53:20 AM
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" Incorrect. All non-DoT damage hits, even if that damage is zero. |
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off the top of my head I think Blight, Bane, Contagion, ED spread by contagion, and righteous fire wouldn't get any on hit buff.
Still not hard to socket any on hit ability to spread around the nonhealing. At best no one really knows without testing if minions/totems get this on hit mod. Traps and mines should. |
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" RF hits with Fire Trap these days. The Bane offshoots are generally played on Occultist (since Trickster got trickstered) and Void Beacon on Occultist stops regen. Totems do count (I'm a totem player). Last edited by TemjinGold#1898 on Aug 7, 2022, 10:46:46 AM
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" wrong spells hit if they have a active dmg component there is a reason why we have "on hit with attacks" and "on hit" what you a remembering is the accuracy check,spells dont need acc but they do hit skills that dont hit have no active dmg this includes skills like blight,scorching ray,ancestral totem,siphoning trap,plague bearer,bane and all curses basicly when the skill doesnt have deals xx-xx dmg it doesnt hit |
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" Thanks for your master exposition. Maybe we can open another thread about the confusing terminology in the game. Now, can we focus the issue in the title about monsters regeneration and how impacts the game. Last edited by B00b#4465 on Aug 7, 2022, 2:58:57 PM
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" Sure! "It doesn't." /thread |
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Monsters/bosses with high life and regen are annoying if you are pushing past the damage your gear can do. High levels of sentinel empowerment with cons ground only make this worse.
Essentially as a mechanic, it punishes people with abnormally high defense since they are likely to have less damage. Saying it doesn't matter because of one skill, one ascendancy, or one with implicit kind of ignores how it constrains builds that already are stretched thin for other reasons like getting immunities to every status in this game. I would rather each monster have a Max regen value instead and once reached it turns off. I just think the green slot or the implicit freedom is more important. I have seen t16 bosses regen 350k before. In my opinion, not fun game design and very limiting, but at least the solution is a gem or spending like 10 c getting the implicit. |
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The biggest problems I've had with this mechanic are the Elderslayers invitation and when the Maven conjures multiple copies of the Brittle Emperor. In the former case, Drox spamming invulnerability flags everywhere coupled with the Maven's healing can outpace damage. In the latter case, there are some serious mobility concerns that make it difficult to keep up damage on the nucleus.
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Frost Bomb worked fine for me, a lvl 9 map but still just fine.
TY! |
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