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Cadfan
02-22-2010, 12:02 AM
Just did it.

The degree of lethality the game has, where boss monsters might easily kill you in a single hit in spite of playing a melee character with relatively high defenses, armor, and hit points, would be more acceptable if there weren't such a long walk back to your soulstone and the boss that killed you, at which point there's a fair chance he will kill you again with one, maybe two hits.

The same is true for dungeon levels on which the entrance opens up into a large room filled with monsters, particularly ranged monsters.

Both at once is really, really unpleasant. And dying seven or eight times in a row because potions just don't recharge that fast is miserable, particularly during the long, long walks back to the fight.

Being killed in one hit still wouldn't be fun if it weren't for the long slog back to another death. But it would be less un-fun.

I understand why the personal portal was removed. But this is a real problem.

Del137
02-22-2010, 03:36 AM
Well, 90% of my deaths was from falling rocks, its crazy :D
Usage of Fire Maelstrom or Tornado - best way to make AoE damage AND freeze monsters, BUT they cause earthquake with like 20%... :confused:

Kruztee
02-22-2010, 08:25 AM
This was the same in DoP. Some combinations of boss buffs could render certain bosses unkillable at level. The thing was, in DoP you could just choose another area to level in until you were in a position to kill it. In Din's the only real option is to abandon the town.

Shadow
02-22-2010, 09:48 AM
Any particular enhancements on the monsters that are too powerful?

Aganazer
02-22-2010, 10:48 AM
The same is true for dungeon levels on which the entrance opens up into a large room filled with monsters, particularly ranged monsters.

I was thinking about this problem and the issue with rescue NPC's getting a similar treatment. Both situations can be overly difficult. No rescue NPC stands a chance with more than about 3 MOB's around them. When I enter a new level I don't stand a chance if there is more than about 8-10 enemies right around the entrance.

It would be cool if there were some kind of lockout area around NPC's and level entrances where either no MOB's could spawn or maybe they can only spawn at a lower density. Just enough to thin them out in those specific areas. It would only need to effect the initial dungeon spawning and not respawns. I'm not sure if DC currently has the tech in place to do this, but it could kill a couple birds with one stone.

I think the dungeon NPC's are relatively tough right now. Escorts are fine as long as they don't die in a fire (another minor issue). Its really just that initial wave that wipes them out more often than not. I am still under 50% on how often I can rescue an NPC's. It has even become a long running joke with my wife that all our rescue quests are really just "watch someone die" quests.

Cadfan
02-22-2010, 02:49 PM
Any particular enhancements on the monsters that are too powerful?
Its hard to say. I suspect that the worst are critical hit enhancements, and enhancements that add elemental damage to monster attacks.

GeorgiaBoy
02-22-2010, 04:20 PM
...and dying seven or eight times in a row because potions just don't recharge that fast is miserable, particularly during the long, long walks back to the fight.

@ Shadow: How about (very rare/expensive) Recharge Potions (like rejuv from Diablo II) which instantly recharge X% of all stats instantly.

Also +1 for a town portal type scroll.

GB

Nemhir
02-22-2010, 05:45 PM
Zadim : even with the new patch is night impossible to kill him
why :
1)ranged (doesnt trigger riposte/revenge)
2)life steal 30%
3)regen
4) i cant hit him..and i posted my char on another thread..he isnt weak

ranged lifesteal is crazy!

Shadow you might need to rebalance the casters :
1) they fire too fast!
2) some of them are very hard to hit see Zadim..the undead mages etc.

New town :
all the buildings are demolished..there is only din &warmaster or steward...impossible to finish because several quest that need the npc that is missing...and NO vendors..45 min of play without vendors and only5 food dropped..crazy

i hate and i mean hate those monsters :
lurkers :almost invisible..and they love to gang you..isnt uncommon to get attacked by 5+..they hit medium/hard but thank to god are a bit weak ( my hate is now at maximum because ive got the portals that spawn even more ugh)
undead mages/dark elves mages..see above

Skill rebalance :

shield bash : uhm what? low dmg/accuracy and 10 sec cooldown? not very usefull..i use it only to force caster on melee (but the duration of the debuff is way too short). Suggestion : up the dmg and reduce the cooldown 3-5 sec max and modify the skill so it can be used to shorten the distance very quickly to the enemy casters i.e. charge/intercept

riposte :defender is build around block/parry to trigger riposte...but the cooldown is way too long..with defender /shaman i have 3 option..autoattck ,pray for a crit (revenge) or a parry/block (and wait 10 sec) [btw Shadow you need to look on riposte/revenge...if i kill one mob and autoattack another if i dont click on it i cant use the skill ...sometimes riposte works but revenge never)

viper34j
02-22-2010, 06:22 PM
shield bash : uhm what? low dmg/accuracy and 10 sec cooldown? not very usefull..i use it only to force caster on melee (but the duration of the debuff is way too short). Suggestion : up the dmg and reduce the cooldown 3-5 sec max and modify the skill so it can be used to shorten the distance very quickly to the enemy casters i.e. charge/intercept


+1. Shield bash needs a bit of love. Right now it is just too big of a difference between being a melee character on a melee mob level compared to a ranged magic mob level.

Shadow
02-22-2010, 06:43 PM
Zadim : even with the new patch is night impossible to kill him
why :
1)ranged (doesnt trigger riposte/revenge)
2)life steal 30%
3)regen
4) i cant hit him..and i posted my char on another thread..he isnt weak

Shadow you might need to rebalance the casters :
1) they fire too fast!
2) some of them are very hard to hit see Zadim..the undead mages etc.

I think you mean Zalim. He shouldn't have regen any more (although if you have a saved version of him he might still have it).

Most of the casters got slowed down in version 0.905.

Rockstronaut
02-22-2010, 07:23 PM
+1. Shield bash needs a bit of love. Right now it is just too big of a difference between being a melee character on a melee mob level compared to a ranged magic mob level.

Is this an issue specific to the warrior class? With other classes/combos you could conceivably respec to boost ranged/AoE attacks, but I don't think the warrior class has a single skill capable of affecting a target at range in any of their specialties. I wonder if this a deliberate design choice...

I would think a "rushing" skill or something to at least slow down or stun enemies at range would make ranged mobs more manageable. Nemhir's idea regarding shield bash is along these lines. Otherwise I can't see any way for a warrior to manage large groups of spellcasters without tediously swapping around high resistance outfits.

ShaggyMoose
02-26-2010, 07:49 PM
Any particular enhancements on the monsters that are too powerful?
I find that thorns and regen together are a real killer. Especially since thorns still cause you damage for ranged attacks. It would be good to see this changed.