Stagnant canal corrupted zone spawning endless waves of boss

Okay, that explains a lot. :D Got to try that CZ again later with the new info, thanks for sharing.

Still, it would be nice to get a more obvious visual indicator which snake to kill. ^^ And not drowning in dozens of snakes before you even get to the platform with the vessel would also help a lot, so that you can at least take a look at the real boss (no QQ, but for players not knowing what to look for this is a showstopper, since there's no clear indicator on what's going on).

Also, the mirror rate seems completely absurd nontheless. It feels like Hercules vs. Hydra, but worse. For each duplicate you kill, a dozen new ones seem to take its place. I don't think the party in which I first encountered this CZ was lacking AoE - if you look at the screenshots you'll see a summoner witch, a totem/incinerate witch, and my ele ST buzzsaw scion. That should be enough AoE, and still we didn't manage to carve a path through.
yep this zone is horrid. If its 'working as intended' does that mean IGG intended to make it lag so much over the snakes dead bodies that you have no hope in actually finding or hitting the real one?
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ArtyC wrote:
yep this zone is horrid. If its 'working as intended' does that mean IGG intended to make it lag so much over the snakes dead bodies that you have no hope in actually finding or hitting the real one?

I've been mentioning excessive dead bodies/gore particles causing massive lag issues for quite a while now (Since all the way back I Open Beta) and there hasn't been much improvement in regards to this :/

If everyone is just getting booted back to the main menu then it sounds like the server instance is crashing, so that's something GGG has to fix. If it is crashing the game on your PC and returning you to the Desktop, then that's possibly an issue with your PC (Are you running a 32bit windows?).
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Last edited by Nicholas_Steel#0509 on Mar 7, 2014, 5:49:13 AM
Confirmed as worst designed corrupted area in the game, spent 45 minutes died 15 times and still never got close to killing the boss. have plenty of DPS, 2 shot everyhing outside of zone.
I also can identify this problem. It's like the boss/bosses keep spawnign themselves and not just the minions. I called in a friend of mine 10 levels beyond myself and still we could not clear the dungeon.
The problem isn't so much that the boss is hard to spot (it's possible to do it, look for the guy casting smoke cloud and being slightly larger) the problem is that he doesn't *stop* multiplying and even worse he starts spawning as soon as you enter the area.

End situation becomes that every single square of the map is covered in snakes, I hit him up as a cleave/life-on-hit duelist, if I stood still and simply cleaved then I could tank it easily enough, but soon as I begun moving the game would completely lose its shit and start teleporting me around.

The boss works fine, the mechanic works fine. The problem is the number of snakes, dial down the number of summons the boss can call in and you'd probably avoid the desync/disconnect.
Closed beta member since: March 19, 2012
seems to be an invader that spawns anywhere found him just now right before dweller in invasion league assumed he was an invader and spent 15 mins killing him just to find out he apparently isnt an invader....

but yea easy way to kill him is det dead or stand and aoe tank him if you're not getting smoke bombed then the main snake isnt near you just run to where you can see a smokey area and continue fighting till it dies.


so my question is is it supposed to be able to spawn anywhere like an invader and does it spawn outside of invasion? if so why add an invader type mob outside invasion?
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DeathzStalkerz wrote:
er no. guys. there is one slightly bigger snake. you have to visually look out for it. Kill it and the rest will stop spawning. Cheers.

Source: Me. I killed it. spawned 10. one was larger. Common Sense where Big = Leader. Kills leader. Win Vaal Gem.


I thought that might have been the mechanic here, thanks for confirming it :D

I've only currently encountered this boss on my zombie-horde summoner in ambush, and it's been either a very long standoff until I leave, or a very long tug-of war until either I rip because I zoned out on my minion count / life, or the right snake gets hit enough times.

I'll probably skip this one in the future. I could do it with my summoner by weapon-swapping to kill my zombies and then carefully targeting the big snake with skellies/raging spirits, however the boss (and pretty much all mobs of that snake type) tend to move too quickly / rubberband too often for me to ... not end up painting the screen with snakes.

I don't think there's any issue with the number of adds spawned, but think the bosses movement speed could use to be taken down to 80% of it's current value, at least initially, to provide a more firm tell for the behavior -- it's very unlikely that I would have ever independently confirmed that there was indeed a big snake spawning adds and not a graphical glitch with my current char. It would be the difference between "I skip this boss because I have bad single-target capabilities" and "I skip this boss because it's a coin-flip whether the fight ends in 20 minutes, and another coin-flip to determine the winner," from the standpoint of the player's decision.
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Yeah, just had that boss as an invader in the Warehouse sewers. I gave up after 10 minutes of chasing the "main" snake and being down to 5 fps. It's an interesting mechanic, but unless you can trap the main one somewhere it's tedious as fuck, until you disconnect from lag caused by the copies. You chase some ultra fast target while being swarmed by 50+ copies. Possible ? Quite. But there should be either some kind of cap for the clones, or you finally have to fix the performance issues.
This fight's retarded. I found no practical way to single out the one I was to kill. Eventually after ~15minutes of leap-slamming, cleaving & molten shell-blasting, one of them died dropping 2 pieces of shit blue loot, and another ~30 more got finished off to add to the hundreds of corpses.

Won't be bothering again until I hear this mechanic is improved.

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