Cannibals' AI is Overly Targeted/Aggressive on Initial Contact

I remember a pass was done long ago to make enemies offset their attacks to not all charge at exactly the same time and such.

Seems like this has been missed in the case of Cannibals fire attacks.
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Last bumped on Sep 1, 2024, 3:22:46 PM
They are hungry and want some bbq.
I agree, cannibals hit too hard.

Now imagine your are playing in ruthless and you can't nonstop blink/jump.
You approach them and get a one-shot off-screen, meanwhile in the bench league you probably won't notice that your place that you were one frame earlier has been nuked.
Last edited by Reakleaseas on Jun 14, 2024, 6:16:21 PM
yeah, a lot of the newer stuff they added to act 1/2 are super annoying when they appear at all in maps, they zoom in with like 400% movespeed and vomit projectiles everywhere.

I don't know why act 1 has to have every area with something that can stunlock you or freeze you for like 4 seconds (exaggerating, but the amount of unavoidable freezes and stuns is getting out of hand).
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roundishcap wrote:
yeah, a lot of the newer stuff they added to act 1/2 are super annoying when they appear at all in maps, they zoom in with like 400% movespeed and vomit projectiles everywhere.

I don't know why act 1 has to have every area with something that can stunlock you or freeze you for like 4 seconds (exaggerating, but the amount of unavoidable freezes and stuns is getting out of hand).


Because they think it makes the game harder and with that more fun.
I agree with the OP in general, and the problem seems to be a result of 3 things in convergence:

1) The lobbed projectiles deal a lot of damage.
2) The projectiles have a lot of speed (travel unrealistically fast through the air), and thus don't allow enough time to react; This is only a factor because of the edge-of-viewable screen area past which one generally has no idea what is lurking...so when in reality it would be easy to spot a dozen unconcealed ambushers holding flaming objects, ready to throw.
3) The timing of the throws isn't varied enough for a tight pack of monsters, so many tend to hit at once.

To compensate, any of a few solutions could take the edge off these packs:

1) The lobbed projectiles could deal less damage.
2) The projectiles could be slowed considerably, to provide enough time for reaction, in compensation for the unrealistic (absurd) edge-of-screen barrier to knowledge of one's surroundings.
3) Per-monster variety (randomness) could be introduced to the timing of the throws (aggro range which triggers the throwing of the projectiles) within these packs of monsters, so that it would be less likely for so many to hit at once.
Last edited by MoonPeace on Jun 19, 2024, 10:01:24 PM
I agree. Cannibals are really deadly to my elemental witch level 99.
She is getting one-shotted in spite of having armour and evasion around 10,000.00, chaos resistance 75%, all elemental resistances at 84% + all elemental immunity, and also immunity to poison, bleeding, corrupted blood, and her life is at around 4,000.00..

Sometimes, cannibals throw the Molotov cocktails from behind of the visible edge of the screen, so there is no enough time to react. they are too strong and should be nerfed.

it is really discouraging to continue to play especially at this level, where the loss of 10% of progress equals to 2-3 days of play in my case.

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