Glorious Alpha Two Testers!

Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here

If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.

Regeneration on Elite mobs above level 20 feedback

ChicagoChicago Member, Alpha One, Alpha Two, Early Alpha Two
edited February 2 in General Discussion
So I logged into the game after the downtime, what a fantastic patch this was, great work with the desert looks absolutely phenomenal, after checking out the new desert biome, i decided to farm some glint at my favorite farm spot, only to find that the Mobs had a weird 800 hp per second regeneration buff, I decided to just farm through it and check it out after the next server reset, however after the reset the buff was still on the mobs so i decided to report it in the discord.

After reporting the bug it was quite disheartening to find out that this is not a bug and for some reason this is intended game mechanics.. So i would like to give some feedback on this on the forums and am curious if anyone has any similar thoughts or different thoughts i would like to hear them

I play mostly solo, the mobs that i usually grind glint on are quite tough ( i farm the zombies at grave peak ) but after quite a considerable effort of farming, caravans, gold, gear upgrades i have balanced my character to a point where i could solo these relatively Quickley on a Bard, ( about 1- 2 minutes kill time ) this would net me about 1.5 - 2 bright glint an hour, the higher end being with some Decent RNG

with 1.5 bright glint, i could run a caravan with extreme risk and maybe make 10 - 12 gold, netting me about 5 gold per hour, it was not super efficient but for someone that plays solo it was reliable and i enjoyed doing it

fast forward to the new patch, not only are the mobs un killable for me, i can't even beat the regen, this is every 1-3 star mob above level 20, it is not unique to the zombies, and therefore makes it for the most part impossible to solo farm an efficient amount of glint to even run caravans anymore.

i have quite a few issues with this system but i would like to voice a couple of them that stand out to me

First off it is extremely clear that this was not tested what so ever, someone at intrepid has decided that 1000-2000 regen rating sounds like a good idea and '' lets just go with that '' attitude has been selected, this is what the PTR is suppose to be for, if any testing was done it would be blatantly obvious that this is far over tuned and groups level 20 or so are going to have issues even killing these mobs

my next issue is that the gms stated on the discord when i raised this concern that '' this is not a solo friendly game '' ... okay fine that is fair enough, but if that is the case, spend some time actually adding mechanics to the mobs, attacking a mob with an infinite health regen just feels like you are fighting a buggeed mob in an alpha where everything else is already bugged, want to do quests? can't bugged, want to run caravans? enjoy falling through the ground, want to pvp? 0.5s TTK ( but its balanced around group pvp ), i cannot understand for the life of me why this change was implemented, were people farming to much glint? okay .. cut the glint rate in half, dont make it take 25 minutes to kill a mob

there is already almost 0 content for solo players so this has been a big let down for me and i really hope that this is reverted, i dont mind if other things need to be tuned to fix this but fighting these mobs now jsut feel like you are attacking a wall made of steel with a feather, its not good design or content. i think most of the rest of the patch was great however this part just stinks

also i will say, intrepid you need to test your game, if you are going to make these changes, go and fight the mobs first without spawning full legendary gear and see how it really feels for the average player, changes like this just feel like you guys are so out of touch with the playerbase its crazy.

Comments

  • SpifSpif Member, Alpha Two
    At L24 bard with steel weapons and L20 green armor (unenchanted), I've found that 1-star L20 minotaurs, goblins and bears are still relatively easy to kill, even with the bard nerfs. The regen doesn't add more than 10% health since you can kill them relatively quickly. This remains a decent glint farm IMO

    The 2-star L20 goblins, with their high health and the need to kite, rebuff, etc means regen does become an issue. They are no longer worth it solo as the TTK has almost doubled between damage nerfs and regen. I do think this is more due to the damage nerf than the regen. They are still killable

    I have not tried any 3-stars yet, but even before the damage nerf the L18 steel bloom 3-stars were not worth the effort solo

    All that said, I don't like in-combat regen applied as a blanket across all mob types. Out of combat regen? Yes.
  • scullzscullz Member, Alpha Two
    edited February 3
    It's not just mobs over level 20. I think it's any elite star mob actually and it's ridiculous. I'm a huge soloer, min maxing and limit testing on 1-3 star elites since low level as a tank. Did it in Halls, Oaken and ROS - Always fun to also duo with a friend or even a third at times.

    Things like snares, trips, staggers, all great gameplay and fun to customize talent trees to make it happen when trying to kill a beefy elite for a lot of xp by yourself or a friend.

    With this change they have completely eradicated this PVE gameplay from the game and made the talent trees and abilities useless in PVE.

    ROS mobs and Citadel and Carphin mobs.. all regular elites completely unhinged HP regen.. As a solo, mobs are permanently at 100% health, especially as a tank since we already do no damage.

    Now we are forced to be in practically a full group for things to be efficient or outright even doable. The regen in ROS is so bad actually, that if there is not enough AOE damage going out, pulling more than 3 things at a time is counter productive because nonfocused mobs regen all damage back to almost full before the 1st or 2nd die.

    Ridiculous .... On the one hand if this change was made to slow down progression, then reduce the amount of xp mobs give or increase the amount of xp required per level...NOT cripple gameplay.. If the change was made to prevent exploits; it just punishes the players for something you guys should be fixing in the current build. And if the mentality behind it was to make things "harder", well you didn't; the level of difficulty is the same, shit just takes longer or outright not doable at all..
Sign In or Register to comment.