Desecrated Ground is a shit design for preventing ES and Life recovery

Desecrated Ground is a Ground Effect


This Ground effect does Physical Damage and also prevents the regeneration of Life and Energy Shield.

Why do you think its a fucking good idea to prevent the regeneration?

These Design decisions literally shift the game to a fully ranged Playstyle. Cause where does the Desecrated Ground appear either around an enemy or in case of Kulemak where you are standing.
So if you fight the boss in melee and the Desecrated ground drops onto you, then you are mostly prevented from damaging the Boss.

Melee Builds require Life Regeneration of Life Leech to function.

And if a rare creates Desecrated on a map, then that hurts melee several magnitudes more than any range. Range barely even comes in contact with desecrated Ground.

If you want a game that is actually beign palyed by Melee too, then you have to design stuff with melee in mind!!!!! Creating Groudn effect that does this is just stupid
Last edited by Alzucard#2422 on Sep 13, 2025, 9:31:54 AM
Last bumped on Sep 13, 2025, 11:10:22 AM
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Alzucard#2422 wrote:


Why do you think its a fucking good idea to prevent the regeneration?



Because it adds "weight" to the gameplay?

Something like that, i'm sure, is the excuse to make players miserable as the hunt for the almighty vision continues.
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Alzucard#2422 wrote:


Why do you think its a fucking good idea to prevent the regeneration?



Because it adds "weight" to the gameplay?

Something like that, i'm sure, is the excuse to make players miserable as the hunt for the almighty vision continues.


The weight being. Yeah "GO PLAY RANGE"
Because they have a goal that boss fights should take 3-5 minutes, but they know it's impossible to actually tune anything in the game to take 3-5 minutes in the endgame due to how wildly unbalanced the builds are, so they had a moment of genius: hey let's just add things like invulnerability and auras that force people to disengage, then regardless of their dps, the fight will take longer! Right? Right...?

And so we get designs like this, designs like periodic invulnerability, designs like granting other enemies invulnerability, designs like teleporting to you and dropping a ultra high damage poison puddle at the same time.

These mechanics could not have came from a coherent combat design. They were designed to just waste player time.

And so in an attempt to counter high dps builds, they push players to pick up even higher dps one-shot builds because everything else plays horribly bad in this game.
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Because they have a goal that boss fights should take 3-5 minutes, but they know it's impossible to actually tune anything in the game to take 3-5 minutes in the endgame due to how wildly unbalanced the builds are, so they had a moment of genius: hey let's just add things like invulnerability and auras that force people to disengage, then regardless of their dps, the fight will take longer! Right? Right...?

And so we get designs like this, designs like periodic invulnerability, designs like granting other enemies invulnerability, designs like teleporting to you and dropping a ultra high damage poison puddle at the same time.

These mechanics could not have came from a coherent combat design. They were designed to just waste player time.

And so in an attempt to counter high dps builds, they push players to pick up even higher dps one-shot builds because everything else plays horribly bad in this game.


Well good summary. I dont know if thats why they do it, but it has to stop. Its not fun it simply sucks.

If you want good fights, then make those fight in the Campaign. Rathbreaker is still one of the shittiest most boring fights in existence. He has 2 attacks and one charge and thats it.

In the Campaign you can control the power of the player. And GGG stop with the invulnerabilities. There are better way to do this. Making the Boss disappear for a bit, make untargettable instead of invulnerable.

Geonor for example even attacks you while being invulnerable. Its basically faster to nuke him down to his invulnerable phase, then die and then do it again. If youre strong enough, especially on alt chars.

Then Crowbell. He literally has 2 invulnerable phases.
The fight is garbage. The designnis. Because he runs away.

Let him disappear in some way. And when you go to leave the area he jumps unto you, knocks you down, then takes the Bell and you figth again simialar to Tavakai. Thats how you design a fight.
Not Boss runs away.
Last edited by Alzucard#2422 on Sep 13, 2025, 11:01:33 AM
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Alzucard#2422 wrote:
The weight being. Yeah "GO PLAY RANGE"


They have the solution to that - proximal -invulnerability- tangibility. Also there is the mist/fog/smoke thing and few more mechanics like the eternal knights that cannot be damaged by range. So it degrades to drop some aoe (preferably a delayed explosion), then roll through it (or if you more fancy/roll+blink).

The degen aura is the correct unfun design.

Invulnerability phases are a cheap way to feign 'engagement' and an epic experience. I actively avoid them (think the chaos trial bird), if I can. Chintzy is the word that comes to describe them.

As for melee - with so many mobs an manual loot pick, melee is just there to show off gameplay. It's very impractical to walk to the next pack than blow it a screen away (more if fork/chain)

> Then Crowbell. He literally has 2 invulnerable phases.
That's the only positive one - you can fully regen, not doing anything, if you need to.
Last edited by bestsss#7863 on Sep 13, 2025, 11:16:48 AM

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