Can we please not have rare mobs teleport on top of players?

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Don't play mods you can't handle. Just because there is one mechanic which can easily kill you, because you have no defences against it, doesn't mean it's bad gamedesign.


He has no defences against it because there are no defences against this kind of mechanics, except maybe for a few ES stacking or Evasion stacking builds.

These are the kinds of mechanics that kill build variety, because they compel every player to try to stack the only defense that can prevent what is, for all intent and purposes, equivalent to a oneshot.

I play a Mana stacking Sorceress with 4400 Mana and 1300 Life (so, about 6000 "health buffer") and the same kind of situation the OP described happens to me at least once every few hours while playing juiced endgame maps.

This mechanics doesn't make the game harder. It just makes it more annoying and frustrating, because it basically equates to an unpredictable random statcheck that gets you killed unless you play a very specific type of build. That's why it feels unfair: you don't feel that your character gets killed because of a mistake you made or because you are not good enough. It feels like your character is getting killed because you don't have 12K+ ES or some kind of equivalent high evasion defense.

Now, a skill based game should not have mechanics like this, nor mechanics that wrest control of the character from the player long enough for random attacks to kill him (like freezes or chain stuns), and the fact that this one does points to what I keep reminding people is a fundamental, core level flaw in the design that has no solution unless the design philosphy is completely revised.

In this game it's easy to build characters that quickly recover from damage. If given just a few seconds, most characters can quickly regenerate their health and their mana, de facto making any kind of attrition tactics on the part of the monsters ineffective.

This in turn makes every PC basically immortal and compels the developers to find ways to quickly pile damage on the character in order to kill him. But this proves extremely difficult as long as the player has time to react or is in control of the character. So they circumvent these difficulties by:
- preventing the player from controlling the character long enough for the character to be killed
- having monsters act so quickly that no human being can reasonably be expected to react in a timely enough manner to prevent the defeat of the character.
That is, by removing player's agency. They have to literally prevent the player from playing for a few moments in order to defeat him/her.

These are cheap, unfair and infuriating solutions to a problem of the devs' own making and remove any kind of player skill influence on the outcome of combat.

I completely sympathize with the OP and every time something like this happen to me I have to log out and chill, because the aftertaste of having been defeated by a mechanics that I can only counter at the design stage by basicallly discarding most of the builds that the game itself encourages the players to craft and try, is very bad.

But I'm pretty sure these mechanics are here to stay because, given the snappy kind of gameplay the game is designed around, removing those mechanics would basically mean making the player undefeatable.
Very well put, Onegar#0494 !
A thorough and well-worded analysis.
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Onegar#0494 wrote:
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Don't play mods you can't handle. Just because there is one mechanic which can easily kill you, because you have no defences against it, doesn't mean it's bad gamedesign.


He has no defences against it because there are no defences against this kind of mechanics

isn't the issue stun resist? i'm pretty sure everyone has access to some form of stun resist.

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Kligan#2575 wrote:
I rolled tripple extra damage with 125% stun buildup waystone.
I know I can't afford to get surrounded.
I play extra careful, don't rush in, clear packs from afar.
Suddenly, a shield gargoyle rare just appears on top of me, claps me, stuns me. Immediately after that his buddies teleport on top of me too, and finish me off.
RIP my map.

All this took place in a span of a second. When I realized I have to start spamming my instaheal flask - it was too late.

This mechanic is not a "skill issue", it's unfair. They appear INSTANTLY and already attacking. There's no warning.


In endgame you have the ability to respec your build (& gear) to take on specific mods (chilled ground/temporal are obv ones) or simply not run that waystone. You can even use trade for waystones. There are lots of ways to approach a situation. Full of care, you were not. Endgame is pretty open-ended because at that point the game trusts you to choose your own fun. You chose... differently?



You risked it.
Your biscuit got burned.

Way she goes.

Learn. Adapt. Survive.
Don't get lost by being so focused on the target that you forget to enjoy your surroundings.
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freudo#0225 wrote:
Learn. Adapt. Survive.

You mean: Don't change anything, cry in a forum about bad game, play anyway.
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You mean: Don't change anything, cry in a forum about bad game, play anyway.


My man, you need to calm your horses. This is the feedback section. I don't really get why some people get so defensive over critisism and feedback, on a EA game. We are playtesting the game. So go cool off and come back later, you are not fun.
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Ody#7727 wrote:
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You mean: Don't change anything, cry in a forum about bad game, play anyway.


My man, you need to calm your horses. This is the feedback section. I don't really get why some people get so defensive over critisism and feedback, on a EA game. We are playtesting the game. So go cool off and come back later, you are not fun.

Fun, how you're interpreting emotions into text, which aren't even remotely close to what's reality.

Just because you can't handle rational criticism of said "feedback", doesn't mean the other side is offended.
Well, obviously you can't understand figurative speech. And i am not talking on their behalf, i am commending on your behaviour. Seriously, you need to cool off.
Last edited by Ody#7727 on Sep 12, 2025, 6:55:07 PM
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Ody#7727 wrote:
Well, obviously you can't understand figurative speech. And i am not talking on their behalf, i am commending on your behaviour. Seriously, you need to cool off.

Fun, how you're interpreting emotions into text, which aren't even remotely close to what's reality.
What's astonishing to me is not so much that some people are ready and willing to defend problematic mechanics to the very end, no matter how unreasonable they are, but that they can't seem to be able to discuss the big picture (the structure of gameplay, if you will) and get stuck discussing technicalities that have almost no relevance at all.

The issue here is not if you can get enough stun or freeze resistance in order to be able to prevent the game from taking control of your character and making you, the player, completely helpless, but why the game needs to do that in the first place. Because this kind of approach to gameplay is in complete contrast with the concept of a game meant to test the skill of the player.
This is the real source of annoyance, for the real people that complain, in the real world.

The reason is the one I mentioned above: when a character is decently built, he is almost invulnerable to the extent that the game has to cheat (prevent you from actually playing, by controlling your character or surprising you so that you can't react in time), in order to beat you. And that's the origin of all the problematic mechanics with this game:

- freezes and stuns
- overtuned oneshot damage by non telegraphed abilities
- lack of clarity in communicating the navigability of terrain features
- visually confusing effects that makes it hard to tell what's happening and where the danger is coming from
- hilariously quick monsters meant to surround and block the PC before the player can dodge out of the way
- drastically annoying movement hindering monster abilities

That they give us charms, that is automatically triggering "Get out of jail free" cards, is telling enough of the fact that they are perfectly aware that these random player agency crippling mechanics are problematic and they need some way to mitigate their random lethality.

In the endgame, everything is playing "gotcha!" with the player because otherwise the player would fall asleep since the character can recover extremely quickly.

And indeed, invariably, the solution that people come up with in order to deal with this onslaught of annoyances is not to scale defences, but to scale damage (HC being the likely exception, but it's a very niche mode of play).
The most popular and the most successful builds are those that enable the wiping out of whole screens full of monsters with the press of a single button.

That is: the answer to an annoying and dangerous mechanics is - obviously - to do anything in your power to not engage with it and to circumvent its application by eliminating the source of the problem before it can inflict damage.

We can discuss Ailment Threshold as much as you want and how, for instance, an Eldritch Battery, Mana stacking-specced Sorceress will find herself almost unable to improve her Freeze resistance because all the passive tree nodes that improve Ailment Threshold rely on the maximum value of the Energy Shield, summing up to a grand total of zero for a character that converted ES into Mana.
But this is a tangential issue, one that doesn't go to the core of the problem that I tried to illustrate here.
Last edited by Onegar#0494 on Sep 12, 2025, 7:27:50 PM
Tedious suggestions like changing gear, entire builds, and actively not using certain waystones or even constantly tweaking them with chaos, vaal, and desecrations just to not have to deal with certain modifiers or one-shot mechanics only informs how much bullshit those mechanics actually are. Cause they can't be solved in the moment while playing the actual game, unless you count going through menus as playing the game.

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