One of the worst, sometimes ragequit enducing experiences in SR is when you fight a group of mobs with nemesis, sucessfully defeated them all but right at the end of the boss hp bar some goblin shaman from the edge of the screen, standing still and blending with environment with his guerilla textures, heals the boss to full.
The amount of healer mobs in SR is insane. They can crawl out of any corner and heal the boss you are fighting to full. I haven’t seen this design in any modern game of the genre and for a good reason, it’s just too infuriating for the player. Why any random dumbo possesses arcane abilities to heal millions of hp in one move and on 5 sec cooldown?
Suggestions:
ALL healer mobs should have green crest icons above the heads. Some will say it breaks the immersion but we are already there with these icons over the heroes’ heads. And since the game doesn’t have enough distinction in mob models to be able to discern healers with a quick eye test, adidtional visual tips have to be considered
Reduce the amount of healers spawned in SR. Find other ways to introduce the difficulty. When you meet a nemesis and immediately see two healer packs supported by maiven mages rushing for help, it has 50% chance to send you to another game
Reduce range on some of healer abilities. Healing traditionally is smth you can do when you are close to the target. Regular mobs healing targets to full from half screen range or more feels like alien technology in my fantasy game
Last but not least. Healer abilities should be rebalanced more towards healing flat amounts of hp scaling with lvl rather than %, to ensure they can heal heroes and weaker mobs but have limited effect for bosses
The first 2 paragraphs of B’s post is accurate despite how much you agree or disagree.
It happens, can be infuriating to people, and can result in a perceived negative experience.
It happens to me sometimes but I don’t rage but it’s more like a “damnit” moment like when you are pouring a drink and miss the cup and gotta clean the spill.
This part will be rather abrasive but I think it bares mentioning. If you are playing in a way that is to move at break neck speeds in order to beat times you have to accept this will happen.
To me, these mobs exist to add strategic approaches to combat in a less jarring way compared to like how PoE2 does it. Although you can speed run stuff in games, I don’t think they are developed with that in mind.
We all want to play a certain way but I am pretty sure that if I came here, making suggestions to change the game to allow my builds to clear stuff 2 minutes faster I would be systematically laughed off this forum, especially by people who state I need therapy because I don’t agree with them.
It’s not about speed, i think. Gaming changes, and games accommodate to modern times to stay relevant. When the boss is healed to full by a trash mob if feels like a cheap way to remove your progress in the room. Not because of the heal mechanic itself, but because these trash mob healers often appear out of nowhere and have huge range, giving the player no time to react. This unforgiving, almost troll level of removing progress does not sit well in modern gaming, that’s my opinion at least.
Recently i started clearing out all trash mobs near nemesis to see how it makes the experience more fluid. Sometimes it helps, but also very often you end up aggroing the next layer of mob packs, that also can have healers inside.
I don’t remember a game where healers have such high range, high value and low cooldown healing abilities. It just stands out from the other challenges in the game too much.
5 sec? I just checked groble shamans and skeletal priests on gt and both have mere 2 sec cooldown. While healing for 80% hp, yes.
This tbh. It’s especially infuriating during leveling when some skeletal priest (or 2-3 because you easily can get pack with 3-4 of them) just heals godforsaken skeletal knight nonstop from nearly offscreen while not even trying to approach you or ally they heal. And to make matters worse, healing abilities also seem to ignore obstacles, I had some priest healing moosi through prison cell wall in steps of torment as if there was nothing between them. Heals through ruined walls in arkovia happen all the time (like area with shrine nearby arkovia undercity entrance).
Also agree on last point, healing 80% hp in one cast on both white trash and boss is just something that shouldn’t be allowed, imo.
80%*(1-60%)=32%, still a high number. Especially you meet more than 1 healers and healing cooldown is only 2 sec. They can still restore Nemesis to 100% hp easily.
Yup. It happens occasionally, but I’m not here trying to break land speed records with massive single-target only damage builds deliberately setup to find and kill the Nemesis and ignore everything else.
A lot of my builds will kill the healer by accident due to AoE damage, or I’ll just go stab it. NBD.
usually i don’t have an issue with healers, because tending to spot them decently (personally wouldn’t want a symbol on them because of amount of trash healers would just be an umptillion icons, while i would like to keep hero icons)
Tho, i noticed a couple instances recently that bothered me, mostly because wasn’t playing “top20 Ω 1337 zerker dps” builds, where groble shamans would be cloaked in a rock or tree, and reset the progress, which was then annoying on SR 32-33 from it not just taking 5 seconds to actually kill the nemesis like top tier dmg builds. (And while weird long range can def be a factor sometimes it wasn’t here.)
I think that’s mostly just a collateral issue of some of the maps vs some unit models blending more easily in some areas than others.
But my main point to bring up, and while i don’t want to browse through hours of recording to find the specific moment so going a bit on infamous caveat memory/“trust me bro”, it really did not feel like it only got healed by 32%, and felt more like a near full reset, closer to the actual 80%.
Unsure if maybe there is some SR/combat variable there or some units that don’t have that penalty applicable?
besides seemingly inconsistent SR %amount, and screen range+ rando stealth suit healers, i’m usually/generally in camp NBD, as on top dmg builds it’s just a tiny bump in the park flower stroll,
for lower dmg builds sneak heals can def be more annoying tho
Slowing the animations/cast speeds for the heals could be an easy fix. For how impactful they are due to their % nature in a game where tougher enemies have 500x or more HP than the player, some heals come out unreactibly fast.
Groble Shamans especially shit out chain heals like no tomorrow. Skeletal Priests are mostly fine exactly due to their long casting animation. But Grobles twitch their staff in a micro second and full heal multiple enemies.