IMO, the problem only occurs when these specific monsters are within a huge mob because it they’re within a small mob, it’s quite easy to spot them and adjust your fight accordingly.
Do these monsters need to be removed? I don’t think so: just make it so they can’t spawn with huge mobs. That should be enough.
I’ve there with you. Playing melee two-hander in SR is not a joke.
Crate knows pure melee characters suck a lot in SR, however they won’t bother improve it anyway.
Or they’re still cogitating solutions to make a change.
For now you either find a way alleviate the threat or play Crucible instead.
Grava`thul ball is annoying, but when it’s gone, most of my Melee builds have no reason to Kite from him.
At the end of the day, I think this problem is caused by the fact that powerful foes like Nemesis rarely accept CC.
For example, if he stun regularly, I can make him stun and not hit the ball when he does the motion.
But their current CC resistance makes this strategy impossible.
This sums up all the intention from topic.
Some players were blindly focusing on Grava, but he is easily avoided.
The problem is some mobs that can deactivate your auras within a huge crowd in high SR (80+)
I don’t know which builds you guys are running, but mine have 7 auras active. I thank in advance for the empathy
Maybe a global cooldown for those affixes? Like it removes 1 aura, and then a global cooldown is applied and the mob will be able to use it again just after 15 or 20 seconds?
As people have pointed out, merely knowing that there’s an arcane mob in the pack you’re fighting doesn’t help if there’s such a clusterfuck of enemies and effects that you have no chance of seeing their aura/buff removal spell.
The only thing I can do in such a situation is blindly focus them and pray that they wont have time to cast their skill.
Then maybe those Arcane mobs should have better telegraphing. Some kind of visual effect that builds up for a few seconds and is easily distinguishable from other stuff thats going on.
There’s no way we can disrupt their skill.
Impaired aim and deflect chance would be practical approach except running away.
Still this feature should be tuned down or removed in SR.
To me beyond shard 70 works like naked Crucible and way harder.
Don’t know why Crate strip this debuff in Crucible but keep it in SR.
How is it killing the game exactly? You had your poll and the result was pretty clear IMO. Does it really bother you that much how others approach the game?
I would be fine with automatic argo if they spawn per 1 or 2 at a time with a decent sized delay. Having them all argo at once with the current boss setup would make SR far to limiting as game mode and put way too much of focus on defenses above all else.
Have you considered we are capable of aggro all enemies in Crucible but not deeper shard in SR??
Sure I’d agree they all charging at us until Crate offers a better scenario in deeper shard boss room.
He probably assumed every gamer is elitist in GD.
But the number in royal club is much much lower than he expected.