Unearthed runecaster's AOE rune attack is way too fast
their AOE attack is so fast you barely have time to react. If you arent 40% move speed you don't stand much of a chance and it deals almost 2k damage.
Last bumped on Jul 23, 2025, 3:13:47 PM
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it is not only too fast it oneshots me some times with 2k hp + 3k energy shield. Is the game balanced around 10k energy shield and evasion builds should just not play? i have died 3 times on logbook due to this and i am done till next season because of this.
Last edited by computerlame#2558 on Apr 17, 2025, 10:42:05 AM
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way too big, does way too much damage, the mobs spam it all the time
had 10 of them spawn in an excavation and it ended my map run how is that supposed to be fair or fun to deal with? |
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Half the logbooks I die because of these guys casting their stupid aoe spell through walls at least at the edge of the screen if not even offscreen. Always an instant one shot.
Unearthed bosses, multiple multi mod rares, coalesced spawns etc never an issue. One little magic monster on the other hand... |
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i don't think its too fast, but the initial cast can be hard to see in some environments. the damage is good- without mods you can take a hit with around 2k hp.
the whole 'ground threats' are a bit off because it forces you to pay close attention to your character position rather than mobs (threat sources), but you can get used to it- given you can see those ground threats in time, witch does need improvement. |
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" I completely agree with this. For ground effects, like this runecaster bomb and the map curse modifiers, I think they are too difficult to quickly see. 1. They gradually fade in, which makes your eyes naturally adjust to their appearance instead of noticing that something is suddenly different. It makes the change in environment much less apparent and your brain filters out the information because the current frame hasn't changed substantially enough from the previous frame. 2. They are layered underneath many other effects, namely smoke and dust cloud effects from things like the meteoric shrine, as well as the effects of your own attacks and deli fog. They appear above some terrain but not all. There are a few foliage elements that are still layered above these telegraphs and it partially obscures them making them even harder to see. 3. They don't have much brightness, which is likely to composite them more naturally into the environment to avoid looking garish or gaudy. But the result is that they blend in so well that you can easily miss them. I understand GGG's hesitance to twist this knob around because I admit the latest implementation of the Chaos plant volatiles does look a bit neon-cartoony and if Curse and Runecaster bombs were also that bright neon I can see the negative impact on immersion / cohesion that could have. But I still think this contributes to the problem and can't be ignored. Any changes to its damage, its size, its detonation delay, etc. will not fix the problem because the above things will still be the underlying issue here. |
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