Feedback: Some rare monster modifiers could use revising.
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I've been wanting to bitch about rare monster modifiers for a while now so here it is. I've made a simple, straight-forward list of the most problematic modifiers in my opinion and the reason(s), keeping it short and simple, why they are an issue. These are of course merely my own opinions and do not necessarily speak for the rest of the player base.
Also, I've decided not to make any suggestions on how to improve these modifiers as it seems a lot of people hold the belief that players are not good at coming up with the best solutions, so I won't backseat dev here. One last thing I'd like readers to keep in mind, remember that during typical gameplay, you will likely encounter several of these modifiers at the same time even sometimes from one rare. " Feel free to add anything to the list in a reply if you wish to do so. Thanks for reading. Last edited by D623932883#0055 on Apr 18, 2026, 4:44:36 AM Last bumped on Apr 18, 2026, 5:13:30 AM
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+1 on "Invulnerability Aura"
+1 on "Frost Wall and Flee". I would add that Frost Wall and Flee mod is especially irritating for burrowing enemies (hidden) and content that require full clear (Harvest). Leave this enemy in Whakawairua Tuahu, it already have enough hate there. +1 on "Creates Voodoo Doll" This mod remove strategic positioning. The doll is created too fast, too frequently so kiting isn't a real option. You HAVE to rush the rare. +1 on "Temporal Proximity Shield" Honestly, just give me proximity shield back, this one is worse, especially on fast enemies that bum-rush player. And there is no "safe zone". You either do next to no damage or you move at turtle speed in danger zone. Adding "Mana Siphoning and Lightning Damage" This mod was fine, and then random siphoning puddles was added so there is no real safe zone anymore. Why? The rest I can prob live with. This game is a giant list of checkboxes of "Do you have countermeasure for <X>." So I will only vote on "annoyances" that can't be countered. |
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