Monster design in old Utzaal is terrible
Utzaal is not the only example, but the most obvious.
In relatively narrow corridors (so hard to escape), you will face at once: 20+ monsters including: - multiple freeze projectiles - chaos ground effects - heavy physical slams and leap attacks - heavy ranged physical attacks - ranged fire arrows - poison/phys rain of arrows - hidden guys that blind - likely a unique mob/monster - chaos attacks - monsters with high speed and closing capabilities If you design the game that makes resisting all this difficult, you have to make larger mobs 'dumber' so you can navigate through them, or pick the strong targets first, or use CC selectively. This is leading more to a necessity to implement PoE1 style screen-clearing in one hit mechanics to work around otherwise terrible encounters. Please balance the difficulty better. This is not 'good' difficulty, this is just throwing everything + the kitchen sink at you and assuming you have your PoE degree. Last edited by Headsoup#4370 on Dec 29, 2024, 6:36:20 PM Last bumped on Dec 29, 2024, 6:35:58 PM
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