Gemling Corpsemages Deal Too Much Damage

The Raise Zombie of Falling skill that these new enemies use is completely overtuned if you're an evasion character. They come from the Allflame Ember of Corpsemage Gemlings and while my character is reasonably squishy, no other skill comes close to oneshotting me like these things do.

Can you please remove "Minions' Hits can't be Evaded" from their version of the skill? Pure evasion characters have next-to-no methods for mitigating attacks that cannot be evaded. Monsters can't have "overwhelm 100% of physical damage reduction", so why can monsters get "hits cannot be evaded?

Last bumped on Apr 10, 2024, 8:09:47 PM
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Fully support this proposal. I just met these for the first time in act 7. The spike in difficulty was insane.
This is but one case of a larger problem: enemies using player skills are yet another hole in the balance. Especially boss rogue exiles which deliver damage very fast, and may have this damage buffed to obscene levels. No telegraphing, no manual dodge vs something like leap slam or lightning tendrils. Either you have raw mitigation or you are dead. No pinnacle boss can hold a candle to this BS.

Maven's destructive play often summons exile bosses, and they can be dangerous even without wisp empowered keystone.
I just went back for a second death midway to 96 to figure out what the hell happened and it was a "devoted to solaris" Rare Gemling Corpse mage dropping un-evadeable corpses that hit for 10K+ from a full screen away.

I agree with the general sentiment of can't be evaded being a problem. With the new map mod scaling monsters are regularly getting large increases to accuracy this on top just feel punitive.

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