Yeah, Iād love to see Gargabol in there. Heās one of my favourite boss fights.
Maybe just replace Theodin with him so everybody stops complaining about Korvaak being too strong?
Are you talking about those weird circles around e.g. the centre of the C. of the Dead he (and sometimes Kuba too?) runs/ran in after 1.1.4.0? Or was that corrected in the Hotfix (havenāt been able to play as much cruci since then)?
I also agree on Father Kymonās jump attack being a little too strong. I havenāt really tried if it can be dodged reliably with a little practice like Aleksās meteor though; because I would probably be fine with it in that caseā¦
I donāt think weāre talking about the same thing. When playing with Revenant, Reaper sometimes runs off to attack your skeletons which is normal. Theyāre targettable pets after all. But sometimes he makes a full circle around Crucible along the edges of the stage as if there was a skeleton standing next to each spawn zone.
Iām not sure whether this is something that was changed in 1.1.4.0 or already addressed, but the new (?) Mad Queen gave my casters a lot of trouble, far more than any individual nemesis. Even with MoE and Nullification lined up, I ended up being bursted from mid-range quite a few times.
The issue of some hitherto absent enemies being too hard or spoiling Crucible speedruns could be addressed by adding them as Extra Spawn, which hasnāt seen much of an update in FG, as far as I can tell.
In general, since Extra Spawn is seldom used in speedruns or when farming, we could significantly bolster its difficulty level.
Ten new waves sound like a lot of work, but I wouldnāt mind a single bonus wave (with no extra loot) where a non-nerfed Lokarr comes along with a few more enemies. Itād certainly be more fitting than facing him in the campaign.
I donāt know but I think it wouldnāt require any new creative work. Just new mobs on old templates. It would take selecting the right mobs which isnāt easy but Iām sure community would be more than happy to pitch in with ideas.
Based on the discussion here, weāll be making the following adjustments to the Crucible and Shattered Realm:
[Crucible]
Updated spawn distribution for several waves above 151+
Updated monster Threat generation to hopefully reduce behavior of remaining within spawn areas.
Reduced the effectiveness of Fabiusā Veil of Shadows in the Crucible
Reduced the effectiveness of Kaisanāsā Eldritch Bolt in the Crucible
Reduced the effectiveness of Valdaranās Lightning Bolt in the Crucible
Fixed an issue where Korvaak would become invulnerable in the air without casting anything, in the Crucible. He will no longer perform this animation at all.
Aetherial Ascended and Korvaakās Chosen now have reduced Elemental Resist scaling with level in the Crucible.
[Shattered Realm]
Mazaan now warns players using Celestial Waystones that they are entering incredibly challenging Shards not for the faint of heart. Players that proceed beyond Shard 60+ should be doing so knowing that they will be met with encounters that will test their limits, eventually reaching the point of unfairness.
Reduced the effectiveness of Fabiusā Veil of Shadows in the Shattered Realm
Reduced the effectiveness of GravaāThulās Aura of Oppression in the Shattered Realm (this is already the case in the Crucible)
Reduced the effectiveness of Kaisanāsā Eldritch Bolt in the Shattered Realm
Reduced the effectiveness of Valdaranās Lightning Bolt in the Shattered Realm
There is no way we are adding more Crucible waves. Last time we did so, they were supposed to be a challenge, and the community complained about the difficulty until it became just another farming run. Shattered Realm remains as a supreme challenge.
Can you pls reduce the effectiveness of Gravaās fumble in SR? It makes fighting him lke russian roulette - whether you are lucky enough to hit him through all misses (while Grava himself has very powerful melee damage)
Edit: or at least make his fumble pools static
Itās because they have good chance to get clad in rare gear with resistance bonuses. I agree, itās really distressing. Especially when i cant deal any damage to a āheroā despite having -110 resist reduction!
Also, i feel like Zantarin doesnt justify his ānemesisā status anymore, with all other nemesises buffed. Now, Zantarin feels like a fat trash mob, who poses zero danger.
Iād say more - due to nasty fumble/impaired aim, i play only casters now. Because they are immune to that imbalanced shit!
Really, casters have an unfair advantage due to that fact.
I felt like that part of his power was brutal but fair. It makes sense for a huge demon like that make feel everybody small and weaker then they usually are around him.
However his Nullification ability feels like a twist in a B-movie when a simple beast suddenly starts shooting rockets out of his arms.
Zantarin is still dangerous tho, but it only takes a brain (and eyes) to nullify that danger. Zantarin is just a symbol of Zantaiās goodwill to us players. The guy is named after him. And heās the cat among the lions of grava, Kaisan, reaper. Zantarin gives us hope that once we defeat him, itās the first step towards defeating the other nemeses
What the hell am I talking about here. Zantarin is crap. Still, I donāt think he should be changed.
Zantarin can still shotgun one shot you if youāre not careful. And also you canāt leech from him and summon number of skellies. Zantarin is still the weakest Nemesis, but still have defining mechanic.
BTW you said Zantarin is named after Zantai, Grava obviously is , but are any other enemies named after people?
IIRC, when a nemesis is made, one of the devs choose the name for it. Zantaiās named the deaths vigil nemesis after himself, grava did the same for his assigned guy. The others just didnāt follow suit. Tho I think kuba and alex have names resembling the ones who named them. I canāt memorize the crate roster tho.