My General Feedback Thread

* Need more breakable types. I haven't seen many bone piles or skeletons. I'd say breakables, in general, are quite lacking. The variety seem slow, the quantity of them seem low, it feels like 99% of them are empty (but I think that's more due to drops in general being much lower than PoE1), and you can't target them with left-click abilities (even with Shift+Click). This is something I've noticed for a while and it feels weird to have so few breakables.

* Crafting really needs Orbs of Scouring.

Mastodon Badlands con't
* Add non-spitting Winged Fiends to the Mastodon Badlands. Perhaps have them perched on top of the larger bones that are outside the pathable areas, and then they fly in to attack the player, similar to the Crag Leapers in Vastiti Outskirts "hop down" from off the edge of the map.

Deshar
* 2nd half of the map is ~10% too big. I'd say 2-4 less octagonal buildings.

* Watchful Twins encounter is fairly solid (I have not run into any combinations that were a hard counter to any specific build)

* Vile Vulture should have a cooldown on its jump attack.

Path of Mourning
* While near the inner pillar of these buildings, your AoE attacks tends to hit at your feet instead of where you are targeting. It seems the ground clutter (or something else) blocks projectiles even though you can walk over most of it.

* Urnwalker trap is great :) Also, I like the Urnwalker enemy; creative.

* I hate to say it, but this area also feels ~10-15% too big.

Spires of Deshar
* Faridun enemies blitzing past a wall of minions like they don't exist, just shoving them aside effortlessly... I don't think its possible for me to overstate how much I hate that players and minions have 0 weight whatsoever.

* Another area that's 10-15% too large.

* Tor Gul: Rolling needs to let you move through his arms or his arm collision needs to be more player-friendly. Every time you try and roll out of the way, you get pulled back in/pushed around because of some collision with his arms that are constantly moving, and because, again, of course, the player has 0 weight, and it feels like your fighting the rubber-banding more than you're fighting the boss.
The Dreadnought + Dreadnought Vanguard
* Burning Barge really should have a Boss. Some sort of Fire Witch that also summons burning Zombies from the piles of burning bodies. If needed, move it to The Dreadnought instead of the Dreadnoght Vanguard.

* Surprisingly, the proper size for the type of level these are. ;) I think the only thing that could make these levels any better would be having a chance for an enemy who dies on a bridge to fall over the railing and get whisked away as the barge tramples forward.

* Janmara: Surprisingly good fight, very fun. I really enjoyed the 2-phase with the mini "cut scene". Someone mentioned adding some extra camera movement here, and I would wholeheartedly agree. Zooming in on Janmara as he cuts the barge in half would give it a more cinematic feel, as well as zooming in for his "final scene" (spoiler free).

Act 2 complete. Overall, I'd say Act 2 still needs some polish in some areas, as well as a few balance passes.

Additional Thoughts on some of the earlier areas:

Mawdun Quarry and Mines are competent levels, but I feel that they could use a little extra design polish. I think it would be nice to see some ore seams in the stone (copper, silver, etc), and the equipment areas could use some additional color. Something to break up the endless white/blue. Enemies are mostly fine, but I feel the insects might be out of place.

Mastodon Badlands and The Bone Pits suffer the same issues as the Mawdun areas, where its all too samey. These areas are noticeably flat. It would be nice to have some raised areas and lowered areas that aren't just decoration, but playable areas. Also, the Hyenas and Sun-Clan Scavengers seem out of place here.
Crafting Suggestions:
* Regals and Exalts still need a higher drop rate during the campaign.
* Add new button to the Blacksmithing Bench: Disenchant. Breaks gear down into Trans/Regal Shards.
* Add new button to the Blacksmithing Bench: Scour. Strips all enchantments from gear (same as PoE Orb of Scouring)
* Add new button to the Blacksmithing Bench: Sell. Sells gear for Gold.

This allows the player to fully unload their gear at the Blacksmithing Bench, simplifying the experience and allows all to be done from the same interface rather than running back and forth between multiple vendors and interfaces.


ACT 3

Sandswept Marsh
* Enemies that die in the swamp area drop items that cannot be picked up. These items should be ported to the closest traversable area.

* Some of the graphical transitions between the Swamp and Forest could use some clean up, specifically the roots of the trees on the sand. (See Below)

* The green Poison Ground is very difficult to see on the green terrain. I suggest changing this to a Poison Cloud so that it obscures the terrain, making it more easily identifiable.

* Azakh-Kul: Their move speed is just stupid. I don't mind fast enemies, but at least let it be believable. Cut it by at least 25%.

* This areas is easily 25% too large. I understand that you are transitioning from one tile set to another, but this area is quite large.

Scouring is basically a rerollable currency, which they specifically got rid off - doubt its gonna change even though I hope so. The new "crafting lottery" is ass compared to poe1. OF COURSE ITS LESS COMPLICATED, as you basically have no player agency other than seeing an omen once in a blue moon giving you the hint of player agency.
Farming salt on the forums since 2024
That's the problem. You need to first get a white drop base, which can take 30-40 mins before you see one drop that you want, then you get 1 chance to roll 2 blue mods (since those 2 orbs are more than prevalent) in the hopes of getting rolls what you want. Odds are, you're not going to get anything good, and since Regal/Exalt are still quite rare when leveling, it makes no sense to waste those on a blue that does not have any useful mods, so you vendor the item and try again in another 30-40 mins.

Alternatively, you can burn through your shared gold stash on gambling, and you might eventually find what you are looking for (though odds are still against you), but that's primarily due to higher qtys. You can buy 1-2 dozen items in a few clicks, vs getting 1-2 base drops in 30-40 mins of gameplay. Not only is this basically the same as Scouring, its inherently worse.

So just bring back Scouring and make it part of the Blacksmithing Bench.

Act 3 rough thoughts. I still have 2 more characters I want to run through here to get some different perspectives due to play styles.

Jungle Ruins
* Rolling enemies that push you 1-2 screens away need to go.
* Silverfist rolling attack as no telegraph and does far too much damage for a non-telegraphed attack (usualyl a one shot due to how rolling attacks seem to be working currently).
* NPC camps in the world really do add something; I liked seeing these.
* ~25% too large

Venom Crypt
* No boss?
* Good design, but felt a little bland.
* ~10-15% too large.

Infested Barrens
* I found this area to be somewhat boring in design; probably just tired of more forest/jungle. The sandy/craggy section was a decent change of pace, but overall I found this area to be way too large (again, probably because it didn't stand out visually).
* 25-35% too large.

Azak Bog
* Even though it shared a similar layout to Freythorn, it was a different tile set and had some nice theming. I enjoyed the burning decorations that burned up and collapsed.
* Wicker Man was interesting, but a bit of a letdown; I guess you don't want 2 bosses inthe same area?
* Igngduk on her Speeder Bike broom was interesting, but also somewhat annoying. Once she was on foot it was a much more interesting fight.
* Probably ~15% too large.

Chimeral Wetlands
* Visually appealing. Finally a forest/jungle area that stands out. The flowers releasing a poison clound gave the area some extra character.
* Toxic Bloom was a bit of a letdown, I think this could have been an interesting boss fight.
* Chimera was surprisinglt decent, and I liked that you could damage the structure it was perched on to stun it for a duration. Environmental effects like that in a boss fight are really cool.

Jiquiani's Machinarium and Sanctum
* I enjoyed the concept of unlocking the doors and having the floors light up, pointing you in the direction forward. However, it was too similar to the earlier Vaal Ruins and as such felt longer than it should have. I would recommend adding a little extra visual flair to these areas; perhaps darken them a bit more, but then light them up more once that section is powered on.
* Blackjaw's encounter bugged on me visually, disabling most of the spell effects (both him and myself).
* Having a Corruption Altar in the world is a nice touch and gives the player a reasaon to go back at a later time. Hopefully we'll see another of these somewhere in Acts 4-6.
* Zicoatl: Fantastic boss fight. I found this to be quite enjoyable.

Matlan Waterways
* I thought this was going to get annoying, but I found this area to be a rather nice change of pace. Once I saw the mechanic in play, I was hoping that toggling the various waterways would fill some of the previous ones up.
* I'd like to see this main part of the zone cut down by 25-35%, but then convert that section into an optional puzzle-like area in which you have open and close various sections in order to get to some special loot area.

Drowned City
* Wow. What a nearly perfect zone. Visually distinct, with great attention to detail (esp in 4K). A wide variety of enemies with varying sttack styles. So many set pieces and different "areas" of the map.
* Hag's Water Bubble should have a distinct wind-up animation; both the cast animation and the spell effect itself, letting the player know where it is going to appear.
* Side doors with a few rares were really nice, but it took me a while to figure out that I'm supposed to just sell all that treasure. :)
* However, this place it huge! I almost feel bad saying its too large, because I really enjoyed this area, but I'd probably try and cut it down by ~10% or so, nothing significant.

Molten Vault
* Wow! Another visually stunning zone!
* I loved how it started out dark until you poured the molten gold out, lighting up the area. I would, however, recommend splitting the zone up into 2 or 3 sections, each with their own pour to progress to the next section. The visual change from light to dark and back again would really bring this area to life.
* I was a little bummed that there was nothing to get you to the other side of the "river" of molten gold, even though you had waypoints up there.
* Mektul, the Forgemaster: Very interesting fight, but I must say that I'm not a fan of this being a DPS check. No other boss up until this point had a timer on it, and this feels out of place.

Apex of Filth
* I absolutely loved walking to the right-most corner and seeing the side of the ziggurat and the surrounding Drowned City.
* I appreciate all the lore, and there is a good amount in this area, because its all spread out.
* However, this area is absolutley *massive* for being on top of a ziggurat. I hate to say it, but I'd cut this area by ~50%. I think I would move some of the lore to the Drowned City.
* Queen of Filth was an interesting fight, but her attack cycle seemed a little too similar to Forgemaster. I did like the ground effects. Now that I think about it, she's kind of a mix of Forgemaster and Corrupted Druid. Not a bad fight, but not a great fight either.

Temple of Kopec
* More than awesome...Jawesome.
* I did notice that the sun damage would sometimes affect me even when I was in the shadows.
* Really cool layout and reminded me of the tower in Act 3 PoE.
* Ketzuli: Fun fight, good mechanics, memorable encounter overall.

Gateway
* Love the idea, love the area, but running back and forth through the gateway does get a little monotonous, especially since I h ave to wait for the graphics to load.
* Also, I notice a weird graphical flicker in this area once the gateway is enabled. It seems to be walking between the "layers" (I'm guessing there is a layer for gateway and non-gateway).

Utzaal
* Another fantastic zone, artistically. What great attention to detail.
* Holy hell this place is huge. I thought it was big before the boss fight, then I find out that there's more!?
* I would cut the section prior to the boss by at least 35%, maybe even 40-45%. It jsut keeps goind and going and going. And while it looks really nice, there's not enough visual variance. Maybe if this area had 3-4 distinct little sections with some different architecture and pathing, similar to the Drowned City, it may not feel so bad, but wow...
* I did mostly enjoy the mob variety here, and I liked the smoke screen to hide enemies. However, this area suffered from "everyone is on crack" and is always in sprint mode. I don't mind fast enemies from time to time, but when the majority of enemies in a zone are that fast, it gets old quick, and the entire concept of a tactical encounter gets thrown out the window.
* Viper Napautzi: While I fould this to be a decent fight overall, I can see this as being quite troublesome or annoying in different builds.

Aggorat
* Solid start of a zone, interesting but abrupt change to the zone (the sacrificial area), and again, who would build Rome on top of a ziggurat? This place is waaaay too big.
* Cut the sacrifice area by ~35-45%

Black Chambers
* Visually distinct area, very dark.
* Enemies are fewer but stronger, which was a very good change of pace, and some enemies prefered to flee and stay at range, another change of pace (annoying for melee, but still felt different)
* There is no reason this area should be the size that it is. Cut it by 50%. Having a left side and right side adds nothing to the area.
* Everything seemed "powered down". It would have been nice to have been able to power this area up, similar to Jiquiani's areas.
* Doryani: Fantastic Act Boss! I loved that he had his gloves on (what a great touch, so awesome)! Very fun fight, and "phase two" was...not what I expected, but I did enjoy it. The only part I wasn't a huge fan of was that there did not appear to be a way to deal with the flying aspects of the boss. I understand that they are there to add more things to dodge, but I would love to see some environmental way to disable those and have them come crashing down, but in doing so they block off a section of the arena.
Last edited by CycloneJack#6077 on Dec 29, 2024, 7:24:56 PM
I think the size of the areas feel larger mainly due to the player feeling slower. While I'm not against slowing the player down, the size of the areas need to be adjusted to fit. Additionally, I will say that some of these areas might not feel so large if there were more "side areas" within them, sections of the map with a different layout design. For example, Utzaal is a giant city, but its just "hallways" with a boss fight 3/4 of the way through. Add more plazas, residential areas, an open forum area, things to break up the monotony (and I hate to use that word, because the artists did a fantastic job here).
Additionally, these large zones need at least twice as many waypoints.
Mana Siphon Aura: This is super annoying, since nearly every ability uses mana. What purpose does this server other than forcing people to slot and keep their basic default attack on their skill bar? Genuinely not fun or interesting.

New Gem: I would like to see a support gem, or even an active ability, that has a scaling slow effect based on the movespeed of the enemy. The fast they are, the stronger the slow, whereas slower enemies aren't really affected by it. Something similar to Maim, but with a scaling effect.

New Notable: Add a Notable to the Passive Tree that reduces the damage you take from Toxic Ground by 50%, and adds 10% additional damage as Chaos Damage to your damaging abilities.


I started doing a comprehensive pass on the different enemies and areas, and adding my thoughts to them:

Mud Burrow:
* Mud Simulacrum - I'd like to see these get an ability that slows the player's attack and cast speeds. A ranged attack that lobs a somewhat slow-moving glob of mud projectile that does minimal damage. Whether or not it hits the player, it should leave a -movespeed patch on the ground that deals no damage. This attack should have a distinct wind-up animation.

The Grelwood:
* Fungal enemies - If possible, instead of having these spawn anywhere in the map, I think it would be more thematic if they were found primarily around The Grim Tangle entrance.
* Fungal Artillery - These should lob the yellow fungal globs that explode after a moment instead of just creating toxic ground. It seems that some of the enemies do this on Cruel difficulty (though these could be a different enemy type), but at a greater quantity than what I would expect on Normal. I think this would be more interesting than the toxic ground since the player should be able to more clearly see the fungal glob both in the air and on the ground, then see it glow for a second before exploding. When you combine this with the toxic ground on-death effects, you create a more tactical encounter. You could even make the fungal explosion explode the toxic ground, which would be a good way of displaying this mechanic early in the game.

The Red Vale:
* Bloom Serpent - I'd like to see these have a chance to create a Vine Plant on death that deals negligible damage, if any at all, in which the entire purpose is to latch on to and slow the Player (and Minions). I would make these a reddish-orange so that its not confused with the green (Player) and purple (Cultist) versions. These could last up to 10 seconds, but perhaps they could be targeted and destroyed, making them even more distinct.

The Grim Tangle:
* Fungal Artillery changes from Grelwood (above) should apply here as well.
* "Root Creature" (New Enemy) - I think this area could use a root-based creature, almost like a combination of the Mud Simulacrum and the Skeleton Spriggans. It could get both a melee range swipe attack (a Cleave that has the range of a staff), as well as a ranged melee attack where it puts its arms into the ground and creates a thorny vine next to the player, similar to one of Brambleghast's attacks; this would root the creature for the duration but they take 50% increased Stun damage. These could be physical attacks, but a Poisoned/Corrupted variant of this creature could deal partial Chaos damage as well. Sadly, while I feel that a root-based Bone Cage could be fitting, I don't think it would work too well on this map.

Cemetery of the Eternals:
* Zombies - We needs Zombies crawling out of the ground. Its a cemetery, after all. :)
* Hungering Stalker - These should be the same speed as the default player move speed, bet gain a movement speed buff (and a reddish glow) if they are within 6 meters of anything bleeding (player, minion, enemy).
* Death Knights - Give these a chance to Bleed.
* Frost Wraith - These should take reduced Physical and Cold damage.
* The Two Graves - Summons a Rare Banshee (see: Tomb of the Consort) when disturbed.

Mausoleum of the Praetor:
* Courtesans and Cretins - I don't think they really fit here, IMO, and I would remove them from this map.
* Skulking Ghouls - Lower their damage, but give them a chance to Bleed, and then allow them to Frenzy when they attack a Bleeding Player/Minion, increasing their attack speed for ~5 seconds.
* Eternal Knights - As someone who primarily plays ranged characters, I think these are fantastic as they force the player to adjust their tactics a bit. Maybe give them a Shield Charge. Have them point their weapon towards their target before the charge. This would 1) Lower their Shield and 2) Give the player a visual cue.
* Death Knights - These would be fitting in the Mausoleum, perhaps add a Rare Death Knight guarding the area leading to the Treasure Room (or inside the Treasure Room itself), and a few of these close to the Praetor's arena.
* Lightning Wraith - These should take reduces Physical and Lightning damage.
* Wheelbound Hag - These need to do something more, they seem a little too generic. I might even remove them and add them elsewhere in the game.
* The Souls during the Praetor fight should have a chance to summon a Death Knight instead of an Eternal Knight.

Tomb of the Consort:
* Banshee (New Enemy) - This enemy would be ethereal looking (similar to the Wraiths) and have cold-based attacks. It should have a ranged attack (like Freezing Shards); a cone attack (perhaps similar to a cone-based Frost Nova, or a Freezing Pulse), a Warcry that slows both the attack and cast speeds of Players/Minions, but does not affect move speed, while also adding cold damage to nearby undead; a "dash" movement similar to the Frost Wraith; and they should take reduced physical damage.
* Necromancer - The Tornado spell things don't really fit these. I would perhaps replace this Pain Offering, and I would also give them Enfeeble; allow the player to see the Enfeeble area before it goes off, giving them a chance to avoid it.
* The Souls during the Consort fight should have a chance to summon a Banshee instead of an Eternal Knight.
Generally speaking, I feel that the special Rare encounters are a bit lacking. These are special encounter Rares, and are somewhat thematic, but they could be so much more interesting. Areagne in Grelwood is probably the only one in which I feel is solid, and that's primarily because characters are still very low level. But it only takes a few more levels before these Rares stop standing out. While I don't think these need to become Boss fights, I think they should be more than just a Rare fight. Perhaps something in between?

Hunting Grounds:
* Bramble Burrower - Would be nice to see shockwaves on the ground as they move, then get a circle on the ground where they are going to pop up, knocking the character back and dealing high Stun damage.
* The Dryadic Ritual - Rare should always have "Minions take damage first" and the minions should have a fairly short tether to them (so that they can't be pulled away from it). Each Minion should spawn with a random mod on it (from a themed pool fitting to the creature/encounter), and when a Minion is defeated, the mod is transferred to the Rare. Additionally, if the Rare is pulled away from the stone circle, it enrages and gains additional attack speed, move speed, and damage. For some extra flavor, when it dies, it should transform into a small tree at that location. :)

Freythorn:
* Cultist Warrior - Their summon needs to have a bit longer cooldown. These should have the same move speed as the player's defaul move speed.
* Cultist Brute - These should have a long cooldown Warcry that increases the movespeed of nearby Warriors for 5-8s.
* Cultist Daggerdancer - These could probably gain a Dagger-based ability, once Daggers are added to the game. Their fast movespeed is fine.
* Cultist Witch - These could summon Dark Effigies from corpses.
* Spinesnatcher, Skullslinger, Ribrattle - These should deal minimal damage and have low health (At least -50% compared to other equal level enemies of the area). Their purpose should be to focus primarily on being mobile Curses.

Ogham Farmlands:
* Fields need many more lootable scarecorws that have a chance to become an enemy when clicked on.
* Crop Circle - Give this Rare Trail of Fire and have it light the field on fire, forcing the player to fight inside the crop circle. Whlie it still won't be a difficult fight, it would become much more epic and memorable.
* Crop Circle (add'l) - Place a Scarecrow in the middle of the crop circle, then once the rabid dog is defeated, have the Scarecrow Beast drop down and become a Rare that spawns a flock of Rotting Crow Minions.
* Una's Lute - I think some of the other large huts should have an interior with some lootable chests.

Ogham Village:
* If you create some interiors for the non-burning buildings in the Farmlands, then adding a few burning interiors here would be a nice touch as well.
* It would be nice to see one or two of the burning set pieces collapse in on itself.
* Volatile Boar (New Encounter) - Triggering all Volatile Boars (rewarding exploration) spawns a large Rare Volatile Boar that spawn from a nearby building. This would be similar to an Act 3 Rare Boar with fire mods, but on death would slowly expand, giving players time to get away from it, then explode (like the large exploding enemies in Act 3).
* Renley's Workshop Tools - It seems that there is always a Rare in that building, at least from my experience, making it worth seeking out on subsequent playthroughs. If it is not a 100% chance, then it should be.

Manor Ramparts:
* Gargoyle Demon - These seem out of place. There is no gargoyle architecture and nothing else in the Act that points to something like these; whereas the Werewolf theme is throughout.
* The Gallows - Since each starting area on the passive tree is shared with a second class, the other class matching the player's class should be the one hanging at the gallows.
* The Gallows (con't) - I know that the Executioner was in the Village, but I think the Gallows could use a themed Rare encounter.
* Boss - Add a Boss encouter to the Manor Entrance that drops the key to the Manor. If you add some gargoyle statues here, then have the boss animate them at an HP threshold, then that would explain the Gargoyle Demons throughout the level. This could be a corrupted Templar Captain (once Flail gets added).

Ogham Manor:
* Iron Spearmen - These should have the same base move speed as the player. The Prowlers should be the "fast" mob of this area.
* Tendril Prowler - These should enrage (and get a red glow) when they get within 6 meters of any source of bleeding, including corrupted blood pools, increasing their attack speed and damage for 5s.
* Candlemass - Lit candles shoudl be plentiful throughout the Manor, but defeating Candlemass should send out a sort oif shockwave that extinquishes all of the candles and fireplaces, making the entire Manor much darker. If you skip him, the Manor stays lit on the lower floors.
Theming the Manor:
* 1st Floor - This should be primarily the Iron enemies (Guard/Sharpshooter/Thaumaturgist), with some Tendril Prowlers and Tendril Sentinels scattered about.
* 2nd Floor - Should introduce the Iron Enforcer with some Iron, Tendril, and Blood enemies scattered about.
* 3rd Floor - This should primarily be Blood enemies (Carriers/Creetins/Courtesans) and Tendril Prowlers, with some Iron Enforcers and Tendril Sentinels scattered about.
Last edited by CycloneJack#6077 on Jan 3, 2025, 2:15:37 PM
Vastiri Outskirts:
* Ardura Homeguard - These need a tether, they'll follow you across the map if the enemies line up just right :)
* Sun Clan Scavenger - There needs to be many more of these. These should be the one of the most prevalent enemies on this map, along with Hyenas and Crag Leapers. I'm guessing these are missing attacks due to no Spear skills in-game yet.
* Hyena Demons - I like that they circle the player. They should mostly try and keep their distance, allowing one or two to go nip at the player. They should also have a decent chance to Bleed, and once the player (or Minion) is bleeding, the other Hyenas should attack.
* Crag Leaper - Their entire existence is to be annoying, and they are perfect at it. :)
* Rare Encounter (New Encounter) - Adorned Scarab that shoots out Sparks in random directions when hit; is Lightning Resistant.
* Brimstone Crab - These should have a chance for an on-death effect (I'd test it with 20% and see how that feels). Give the shell an increasing pulsating effect (like Frost Bomb), then a non-damaging "pop" that creates a patch of fire for ~3-5s (like Firewall, but just on top of the corpse, ~2-3 widths of the player in circumference). Enemy projectiles that pass through the fire should ignite and deal additional fire damage.
* Zombies - The Undead enemies seem very out of place here, I'd move them elsewhere.

Mawdun Quarry:
I really like the speed variety in this area. The Corpses are slow, the Miners are approx. the speed of the player, and the Crawlers are the fast enemies. This is what sets up a good foundation for interesting encounters.
Unfortunately, the only thing that sets these enemies apart is their speed. Most of the enemies in Mawdun Quarry and Mine just run forward and attack. I'm hoping that many of these enemies only have a basic attack because there are so many unfinished weapon-based abilities.

* Faradun Crawler - Dagger-based? These need something to set them apart (something like Whirling Blades could be fitting on these guys).
* Faradun Miner - Axe-based? Like the crawlers, they're 'too generic' and need something beside the one guy in the back throwing explosives (which I do like, don't get me wrong).
* Faradun Taskmaster (New Enemy) - Singular entity that can spawn alongside groups of Miners. Uses Warcries to buff nearby allies. Would be nice if there was a mid-range whip ability to give them as well; perhaps flail?
* Corrupted Corpse - Pretty standard zombie. Its hard to tell if these have a longer range melee attack (ie: 16% staff-range). If not, then they should (it would help separate them from other zombie mobs).
* Armored Rhex - Nothing to separate it from the Crawler and vice versa. Curse-carrier isn't fitting, and I already suggested adding Bleed to the hyenas (and a few Act 1 enemies) so I don't want to suggest that either; perhaps there is something in the missing weapon sets that could be fitting here.
* Forsaken Hulk: I love these guys and that they drop an object that actually blocks movement and projectiles, which can be destroyed with a few hits. Honestly, I'd like to see a bit more of things like this. However, when these guys die, and there are no players within a few meters, those big disks should still block movement, but not projectiles, for 3-4s, then they crack and break apart into a few pieces, allowing for normal traversal; if the player is close to them on death, it breaks apart when it hits the ground so that the player cannot be trapped by them.
* Plague Swarm - These seem out of place here.

Mawdun Mine:
* Forgotten Crawler - Dagger-based? I'd make sure these were very similar to the Faradun Crawlers, but maybe they have a little something else to set them apart.
* Forgotten Stalker - These appear to have a blink or short stealth; I think I would theme these after Diablo's Hidden. These enemies should have a high chance of enabling their stealth once they get within 'on screen' distance (no off screen stealthing), so that they can approach the player unseen, and when they get on low health, so that they can stealth and try to flee.
* Forgotten Satyr - I think I would make these casters of sorts. Perhaps Chaos Bolt or Essence Drain? Or even Poisonburst Arrow without the arrow (just the poison graphic). Since this area has been corrupted, I don't think I'd use elemental spells.
* Plague Nymph - These have an occasional ranged attack (which is needed in this area), but I'm not sure they fit the theme of the area. I would probably replace these with something more fitting that is also ranged.

Traitor's Passage:
This is one of the few areas in Act 2 in which I feel that most everything is just about right though, admittedly, I do think it could use a faster enemy in here.

* Black Strider - Web spray should do a lot less damage, but the debuff should be stronger and last longer, and the web on the ground should last longer as well (similar to toxic ground). These should try and attack at max distance, rather than always trying to get as close to the player as possible, and have a longer range melee attack (+16% staff-range). Also, this enemy should never be able to push plyers around, nor should they be able to block the player (or Minions); we just run underneath them.
* Skeleton Reaver (New Enemy) - Dual axe skeleton that moves faster than regular skeletons, but not as fast as the 'Holy cow I'm totally going so fast! Ah, F#&%!' enemies.

* I'll most likely revisit some of these enemies and areas as new weapon sets are added to the game.
* Updated Vastiri Outskirts Rare Encounter to use an Adorned Scarab.
Last edited by CycloneJack#6077 on Jan 7, 2025, 5:12:00 AM
I'm jumping ahead a bit, but I've taken a few characters through the campaign now, and I have to say that I think the Drowned City might very well be my favorite area. The design of the area is visually distinct, with an awesome attention to detail. The enemy design is varied, with all manner of enemy types, which allows for fun, engaging combat; probably the best composition of enemies in the game, IMO. The enemy packs are just about perfect size on their own, allowing single packs to be a more tactical engagement, while multiple packs feel a bit more hectic but not overly punishing/chaotic (though getting 3 Hags on the screen at once can get a bit crazy LOL).

The only change to the enemies I might recommend would be to add in a larger Chyme Skitterer mob that's a sort of Clutch Mother. Make it a 35-50% chance to spawn per group (so that its not in every group), but also give it a 50% chance to be a Rare mob. Maybe give it a breath attack, either cold or poison, and a screech (shout) that acts like a large area debuff centered on itself.

Suggestions for the area:
* Decrease its overall size by ~10-15% -or- add 1-2 additional Waypoints.
* Optional Boss Encounter could be added to the large, square ruined entrance tile piece (which would add a new Waypoint).
* Add a special Rare Encounter to the Drowned Crawler Ambush location.
* Add a visual indicator when the doors open (where the Flatheads and other Clubbers come out of). This is more of a QoL/polish thing, but I think a small visual effect would go a long way. Something simple, like a small torch or brazier that lights up just before the door opens.
* New Side Area: There is a special tile piece that seems to be fairly rare, that has stairs going up to a small, rectangular platform and stairs opposite leading down into the stagnant water (trying to get a screenshot but RNG says, "Not Today, Punk!"). This could be used to allow the player to enter a waist-deep waterway section, which slows your movement speed, and leads into a small side area with a new special Rare Encounter, or an optional Boss Encounter (which would add a new Waypoint). This could even be used to lead to the large square ruins entrance tile piece.

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