Hello,
I’ve just found this game like a few weeks ago and started my journey…
So this is from the perspective of an experienced arpg player, though new to GD.
This report / balance suggestion is about the specific mob: Shade of Elnadrin,
which is required to kill for some quest (secrets of the lost), but more specifically about a certain game mechanic that produces unexpected results here.
Putting some thought into my first character, and using the resources available (wiki, grimtools,…) I had a pretty nice time playing through the full (base) game on normal veteran difficulty.
My choices were shaman+occultist = conjurer, with a focus on pets as I am lazy and like to spend most of the time taking care of the loot and not lowly tasks like taking care of the mobs myself.
The whole game proved to be very easy on normal veteran difficulty, with no specific mob or boss being a real challenge.
Therefore it was all the more surprising to see that mob (Shade of Elnadrin) appearing near unkillable at first.
Especially as I went through that area earlier without any issue, and it only was a problem when I came back later at a higher lvl of 62, whereas, due to the area (and probably veteran difficulty) the mob was like lvl 71 or so.
I checked his abilities on grimtools and figured out his attack has a very high heal factor,
while the mob also had like 350k hp or so it would heal 25%-50% with one hit, and hitting every 2-3 seconds.
And despite my char working really well, that was just a little too much of a dps requirement.
I had to dismiss all my physical pets and slowboat kite him around while preventing him from hitting anything, which worked, but was very counter intuitive and very not in line with the rest of the game experience up till this point and beyond.
Side note:
The (official?!) discord server proved to be filled with immature people that were only good at being toxic and not at the game.
Also the name of the creator(?) of that discord server that is shown in the invite, is at the very least questionable.
Anyways:
I assume the main problem with this mob is the “Reduction to Enemy’s Health” component in his attack, in combination with it having a high heal multiplier and my char having (with mutators) at lvl 62 about 23k hp which resulted in this absolutely ridiculous healing amount.
And the multiple projectiles part was of course not making it better either (while I was using pets).
I am not against a challenge, I welcome them.
In fact, the game could have been a lot more challenging for a first play through, especially on veteran difficulty, and without simple tricks of just increasing mob hp/dmg and raising their lvl to +10, but instead providing some interesting mechanics, but that’s a different story.
Being “punished” for having a strong character with high hp,
and being expected to check the database on grimtools to find out what is even happening is kinda unintuitive to say the least.
I suggest some balance reworking here, not with the mob itself but with the attribute combo of its attack ability.
A limit/cap on either the amount of hp gained or the % of hp restored with one action should be in order, but I’ll leave the details to you guys.
And thank you for a really nice game!
This was literally the only major issue I ran into while clearing the (base) game and going from zero to lvl 62, which is quite impressive considering todays quality standards for games.