we all know that SR is still far from perfection but for me there are some things that spoil the gameplay even more.
repeating mobs’ groups and bosses. I think everyone who played SR for a long time has noticed that you meet certain mobs way more often than others - like Torraxteria, Swillius and some chthonian dude, or 3 gargoyle heroes - but sometimes those groups can be found multiple times on the very same level, sometimes even close to each other. already killed Torraxteria? here’s another one! and another, why not! same bosses can also be met in boss rooms while doing consecutive shards - 1 may be sth different but 3 might be the very same you killed in last shard.
big levels with no big packs or nemesis bosses still exist. it feels very tiresome to spend a minute and a half just running around trying find a somewhat dense pack of mobs or a lone nemesis but sometimes there’s just none.
the objective is always the same - kill enough mobs to proceed further. and as @banana_peel mentioned somewhere (maybe here, maybe in Discord), different objectives would make SR way more interesting:
kill everyone and everything on the level
chase down one big boss (while fighting his add-ons)
rush your way through traps and hazards
collect… sth
survive for a certain amount of time
and so on.
one thing that’s probably never happening since models and animations are expensive af but I’ve always dreamt of having some unique SR bosses, not recolored and filled with maggots copies of already existing. like, c’mon, it’s another dangerous realm, there… should be sth unique.
Thing that irritates me the most (aside from just generic lack of engagement and feeling like you are in some kind of a sandbox, not actual gamemode) is the nonhero healers. It’s just awful. They are small. They have no indication. They sometimes blend with terrain (shamans). They repeatedly heal to full the nemesis almost from offscreen. I take all the gargoyles and arcanes in the world instead these dipshits any day.
This is so strange, how many people want to remove an entire perfectly valid mechanic from the game. It’s not like PoE ground explosions that are sometimes invisible and oneshot you. GD doesn’t have that many tools to enrich the gameplay, removing one of them is counterproductive.
camel map got rid of because it was bugged i think
it’s actually a shame it got rid of, since it seems like it was one of the few consistent maps re nemesis spawn and clear - which to me sounds funny when people here are complaining about looking for enemies to kill
I am mostly fine with SR. The only thing I really hate is Fabius and his practically unavoidable Shadow Strike. It is out of place in a dodge meta… And also accidently pulling more bosses. Especially Moosi and Zantarin are not helpful if they are present…
I have been wondering for a while why i haven’t been getting the camel map, good to know it was removed and not me being unlucky. But now i’m bummed that i know it’s gone because i actually liked that map, it was quick.
It would probably be a pain in the ass to develop and balance this, but what about a “shadow clone” of your current character class which actively hunts you down throughout the map.
Seriously, I’ve lost runs simply because I can’t work out who kept healing the mob I’d called down on myself and so hit cooldown on all circuit breakers. Only solution is to run away and drag the mob out so you can work who’s doing the healing and then kill them. But that’s a problem if there’s a hero (or 2) who can also heal. Fortunately they can;t do 100% heals like the shamans and priests can, but it’s still a major slow down if you’re not running a PRM or similar massive AoE build or one that can mass stun/freeze everything.
I’m pretty sure he’s talking about the small SR boss room where if Zantarin and Moosi are on the bottom left side (which they can be if you’re SR32+ where you’re fighting 3 Nemeses and 1 SR-exclusive boss), then hitting any of the adds they spawn causes the Nemesis above it to aggro too. They’re fine on any other boss map, but completely insufferable in the small map.
As for traps, they’re fine for the most part, but there are certain maps where the game places 4 of them and a large hero pack in this tiny corridor and the player has absolutely no room to maneuver. That’s when I’m wondering “why?”
SR is quite fine for casual playthroughs, but I can see how it gets grating on the “speedrunning” scene where players are doing 50+ runs a day and the cracks that wouldn’t be that apparent in a one-off run become extremely irritating in multiple playthroughs. Then again, I’m a core believer that “speedrunning” is a hellscape all on its own (though utterly fascinating), so I don’t want the game to cater to the speedrun crowd as anything that isn’t “straight line” becomes insufferable when you’re trying to optimize to the last frame.
already showcased that’s not the case last someone made that very claim
if you mega pull zant+mossi it’s because you’re not pulling careful enough
it’s plenty doable in teh conclave map bossroom, even when they spawn “next” to eachother…
i think the issue is people don’t “casul down” enough for different SR encounters and keep treating every combo with the same “rush” approach
if a scrub like me can consistently do it, there is no reason you guys can’t…
100% accurate tho,
mountain deeps/forgotten depths? map can have like a zillion traps stacked on top of small spots where there is only 1 narrow path forward