RNG layers are not "difficulty"
Perspective from a full evasion 1,4k ranger in endgame.
All this is my subjective opinion. Not that it matters but i have around 1,5k hours in the game have tried making alot of different builds and i haven't played any meta or lightning spear except for the whirldwind ritualist attribute stacker until combo support gem bug fix. No modifiers on mobs should be in the game. Adds the "cancer" (Jonathan wording) to rares and it dosen't fit the realistic feel of the game. Why is it in the game when the mobs already are interesting, different and difficult? I get it, variety maybe? To me it simply dosen't make sense, with the realism and simplfied direction that it seems like ggg are going for. "oh no if we change that then headhunter will become useless" then change headhunter to something else cool. (Without shroud walker -__-) Simple fix when u kill a rare mob get a random mob modifier or something like that maybe a certain rare mob has certain rare modifiers, problem fixed. We already have plenty of toxic mobs which simply get more infuriating with the right combinations of modifiers, like a map with 50% increased mob speed + extremely fast rare with mana siphon or a reflecting projectile knight with proximal tangibility. That is not fun it just adds more frustration and imbalance. The whole game needs more consistency, less rng with = mods on maps, mobs and items. With that said pls also remove temp chains or make them way less toxic. If you get hit by one and get unlucky you end up getting almost perma chained the whole map with ridicilous slow speed while the mobs just charge at you. Imo without the mods on mobs the game would still have challenge the mobs are already insane and + map modifiers NO need for rare modifiers. Last question why can the player be affected by temp chains, chilled ground etc and not the mobs? Last edited by Turbo#0122 on Jul 16, 2025, 2:25:56 AM Last bumped on Jul 15, 2025, 4:36:02 PM
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Maybe 'RNG layers and not 'difficulty'' as per title? I somewhat agree with your premise but I wouldn't go as far as removing all mob mods.
the rng != difficulty can be observed when you switch from general mapping to logbooks or chaos trial. you can juice your logbook and it will be very hard and sometimes broken, you can get terrible debuffs for chaos trial and even brick it. Where in general mapping you have layers upon layers of rng. mob combos, incompatible layouts, ritual locations. none of which is under your control. that just causes frustration and not increase actual difficulty. for example i like to play rake, if i enter a map like Seepage or Decay and get 2 mob types that generate ground threats, lets say fat ladies and those vaal sorcery mobs I cannot play the game without off-screening most of the map. none of it was under my control beside maybe putting a WS with no dmg mods which will allow me to take 1 hit or those abilities. where in logbooks when i dial the juice too much its my fault plus i still can play as rake and not resolve to cheese of ranged build. this is because logbooks have balanced mob combos, open layouts and high visibility. the mobs, their abilities, the vfx for them were all balanced and designed with thought. where in general mapping its just, well vomit rly. |
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