Nemesis changes ?.

Please consider this.

Today i made my usual Nemesis that once again showed me why this system of finding them is flawed.
I ran through all the areas looking for the Undead Nemesis, a full run of AU+SoT including all the hills, only to find the Nemesis was hiding in a small room i had missed in the middle of AU. If i hadn’t ran that a last time just to spot the entire map, i would’ve missed him. But even when i killed him, he dropped nothing but 3 green and 5-6 yellows from the stash, no recipe or legendary or even blues.

Then i started looking for the C’thonian Nemesis, i search the whole bloodgrove and then i jumped into the wastes, ran all around the map and didn’t find him, so i spent another skeletonkey and ran a full BoC, covering every single area and didn’t find him… so i took the long walk from the Bloodgrove rift up to the other locations, didn’t spot him… Then i jumped into Wastes again… and just as i was walking around and turned a corner, he was hiding behind some buildings…

The Nemesis’s are way too hard to spot considering that they aren’t a guarantee for good drops, also the amount of varrying spawnlocations is scary, especially when they are SO easy to miss, and have no indication what-so-ever of their presence near you.

I’ve given this suggestion before, and i still believe it’s a very good change to be made, considering we now have the Crucible.
Give the Nemesis’s a reduced number of spawnlocations, and give them the same type of “monster is here” indicator that you get when entering Gutwrench’s lair. That would make it alot easier to track them down.

In logic, they should actually track the player down since its the faction’s most elite monster that is sent out to finish us off, but i realize that programming an AI with that complex pathingsystem would simply take too much time and resources.

Anyway, that’s my suggestion, again.

If you have the faction the Nem will always spawn in a given game session. Some are just really hard to find (cthonic/atherial)

It will always spawn, but most of them have a shitload of spawn points and many of us do not want to spend hours hunting through a dozen zones for each nemesis.

Honestly I think they should just put a marker on the map that tells you which zone each nemesis is in a given game session.

Benn’Jhar definitely needs some spawn points removed. The most annoying ones are the one in Ashen Waste and the other in Obsidian Throne.

I’m also not a fan of Nemesis spawning in rouge dungeons. Don’t really like wasting a skeleton key to see if it’s there. Wait, will Valdaran spawn in the upcoming Aetherial rouge dungeon? He already has enough spawn points.

By the description back in early access, I was really looking forward to a message about something entering the world and the nemesis actively hunting the player until they find you. I was pretty disappointed when they turned out to be just dotted around the maps.

Most likely he will.

The problem I have now with Nemesis spawns is that there are spots in places that have zero interest of revisiting, example Valdaran in Warden’s Cellar or Moose in Crumbling Watch (could argue that it’s possible to take a detour if someone is going to whoop Baros Wradlith, but that’s a stretch).
In my opinion Nemesis spawns should be aligned towards more common boss farming routes (A) or materia farming routes (B).
(A) By this I mean not like the dynamic spawn Ch’thonic rifts, Ashen Waste in particular is an annoying place to farm, as you need to find the gate, find the boss and find the way out. This also qualifies rogue-likes which take time to do (you can’t just run in and port out after checking them) and need a key to open.
(B) Valdarans 2 spawns inside Underground Transit that are great for gathering crystals/shards are ok, but the 3rd one in the rooms closer to the rift, not so much. Honestly, I would take him from that spot and put him at Lower Crossings Burial Hill, it might be a starting area, but it is another fast place for gathering crystals and while Kyzogg is easy, he is still a boss and can drop TBM.

IMO, Nemeses should have a marker (a skull?) that shows up on the mini map, like the quest markers… that way, you could at least know if the Nemesis is nearby without having to walk though every single spot in the area.

Also, I think that Nemeses should only spawn/have a higher to spawn on side areas.

They already have a skull marker in the Crucible, right? Sounds like it’d be easy enough to implement in the main game then.

I would like that yes!

normally I have to walk to the areas in which the nemeses can spawn (already know all the locations, but still having to check each individual spot to see if the nemesis has spawned there…) instead you can walk to that spot and see them even before you have to walk to the exact spot (radius on the mini map, like quests markers for heroes etc)