Eternal Knights are stupidly broken...
Why is it that a normal mob (Eternal Knight) hits harder than any other mob in in the game, including any and all bosses. They deal, from the looks of it, pure physical that cannot be evaded and if you have no PDR, then you're essentially effed. Please GGG, nerf this mob for the love of God. This is one of the only things that insta stuns me and then 3 hits me, with me having more than 2500 HP. It seems like the damage is unavoidable if you can't dodge it.
Last bumped on Dec 24, 2024, 12:40:28 PM
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Walk up to melee range, bait his attack to drop his guard.
Back up a bit to whiff his attack, then punish with your hardest hitting move. Repeat as necessary. |
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Closing the gap is the issue, being that I'm a ranger. Those green skulls he shoots out are stupidly hard hitting and range seems to be ok most times but if they hit me, I'm still insta stunned even with a stun charm equipped.
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They only do that ranged attack if you attack from range while their shield’s up.
Hold your fire until after baiting them. |
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" yea try doing that playing spark |
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" Spark can literally hit them from behind lmao. It’s rng but happens plenty. Or just drop an orb of storms in their face, dodge their attack, then hit from behind yourself |
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All classes have their problems ... Eternal (?) Knights sound like they're one of the few super punishing [stupidly punishing?] classes for ranged players.
If they hit that hard [and can't be evaded?] there needs to be BOTH an Audio & Visual queue that something strange is going on and you need to rethink what you're doing. The problem with many ranged or "right side" builds is that the game doesn't really give those players much mitigation ... and what it gives often comes at the expense of one or more Ascension slots. It's too bad that evasion didn't do two things at once ... Give you a chance to completely avoid damage OR if you happen to get hit then to reduce some of that damage [think of it as a glancing blow]. Sure that would need balancing but at least it's basis to start something useful with. |
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" The advantage is that you’re ranged. At range. As in away from the mobs. That is your mitigation - more reaction time and distance from harm. This particular mob sends its own projectile back when it blocks. It’s slow moving as far as missile speeds in the game go. And if you have game volume on, you can see and hear the monster block. Hell it has its shield up 100% of the time. So maybe your very first encounter it’s annoying and you need to figure out what is going on, but all the clues are there |
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" Actually that's the other part of the problem. The fact that the ranged [and ES esp.] playstyle is hands down more efficient than many other playstyles. The imbalance is high enough, IMHO, that we probably need to go back to the drawing board completely and esp. look at the balance between gearing pressure, skill choice / rotation, passive tree, ascendancies, etc... |
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