Repulsive Ophidian excessive damage
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While many t17 special mobs are dangerous, they often have weaknesses or are relatively easy to play against. Couple examples:
Lightning protectors - relatively large dmg from lightning balls, but they are very slow. Revenants - their DD has long animation and has both audio and visual cues Cannibal - long enough windup animation providing time to react And then there are Repulsive Ophidian - when met alone that pick can significantly chunk a relatively decently geared character with no map mods whatsoever. Their mortar animation is so fast it gives no time to react unless you are already on the move and that is still without mods. They also have the old "frog jump" behaviour where all mobs from that pack use the same ability at the same time meaning one unlucky spawn can ruin your day. While other mobs like lightning protectors can be easily fixed for particular map by slapping topaz flask, repulsive ophidian require heavy investment in armour. Below is an example where a single pack with no dmg mods, with the exception of extra proj dealt roughly 2.5 as much physical dmg as uber shaper slam. Given the animation time giving no time to react, it seems a bit excessive on the dmg part considering there are no dmg mods on the map/mobs (except extra proj). A some tuning should be considered ideally prolonging the animation time giving time. Moreso, because it's a spell, evade does nothing against it. Showcase of an issue - my death dancing omen didn't even proc there: https://youtu.be/MfELlS7XokM Last bumped on Apr 23, 2026, 1:16:53 PM
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hard agree
these blood spitting creatures are overtuned |
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Yep. Their burst is way off the relative mob damage charts against all kinds of builds. If the argument is that the game should be harder then why is it only these mobs. Nothing else does this. They are less avoidable than volatile cores and volatile cores were nerfed. I assume it's supposed to be this dumb.
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Kept getting one shot by these mobs in a not very juiced T16 map. They do look like they do way more damage than every other mob.
A damage reduction (or bugfix) for them seems like a good idea to me as well. |
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You can see that their damage is out of whack when you first meet them in the campaign. They do very high phys damage. And if they get any added elemental damage (from being magic or map mods) then it gets totally out of control.
Fix: lower their base phys damage. |
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