Ranged monsters annoyances

Diablo 1 HD, codename Belzebub - General forum.
angra
Posts: 12
Joined: 31 Mar, 2014 13:38

Post by angra »

I played in parallel with barbarian and mage on normal. Barabrian had much less problems on 14+levels. Lazarus's dungeon was peace of cake for him. But mix of melee and ranged enemies in diablo's dungeon was not easy for him as well as pure melee packs.
As you suffered from puddles and other ranged attacks then I would suppose that you had not enough '-damage from enemies' on you gear. Ranged enemies can be annoying but only with wrong equipment and tactic.
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Jofuss
Posts: 211
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Location: United States

Post by Jofuss »

I played in parallel with barbarian and mage on normal. Barabrian had much less problems on 14+levels. Lazarus's dungeon was peace of cake for him. But mix of melee and ranged enemies in diablo's dungeon was not easy for him as well as pure melee packs.
As you suffered from puddles and other ranged attacks then I would suppose that you had not enough '-damage from enemies' on you gear. Ranged enemies can be annoying but only with wrong equipment and tactic.

Obviously there are different tactics that will make certain types of monsters easier or harder depending on class. My point is that it is not as cut and dry and your post seemed to try to make it out as. You were stating reasons what items in your opinion we seemed to be neglecting. I rebutted as devils advocate on points your post seemed to be omitting on.

My original point is that the balance of annoyance (not even necessarily difficulty) of ranged mobs to melee mobs seems off in the current state.

I do believe that there SHOULD be ranged monsters as well as having them bring additional skills and challenges to the table, but I also feel that the balance of what some of them bring is off.

There are certainly melee monsters that have there own annoying combinations of skills and abilities. Nothing like getting a unique mob with haste,bloodlust,mastery,superstrong,etc that can charge (or teleport onto you) all at the same time. These guys also cause some serious frustrations. My point is that the combinations of annoyances with ranged mobs tend to be much more common, and not even limited to champions/uniques etc.

I am also not calling these things annoyances specifically for the sorcerer class but for all classes, the sorcerer just happens to be the class I am playing at the moment so the example was fresh.

In normal mode, the damage of ranged monsters (in general) is negligable after armor/resists and DR. The problem is in Nightmare (and above I assume since I can not for the life of me kill fast enough to get to diablo in his weakened state at this point.)

I don't mean to beat a dead horse here, but the topic of discussion isn't necissarily the difficulty of ranged mobs, since most of them are not all that difficult, but the fact that there are certain things that are annoying about them in there current state...
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Constance
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Joined: 28 Mar, 2014 19:39
Location: Tristram

Post by Constance »

Hey there, I just encountered 2 mage bosses and their minions at the same time with my Warrior and it seems that having a "very fast" weapon helps a lot: since you can hit them again before they try to teleport, you can pretty much lock them where they stand and kill them almost without them fleeing (if you don't miss too often).
That went much easier than with my Rogue, I was pretty surprised.
riesa
Posts: 415
Joined: 21 Feb, 2014 13:15

Post by riesa »

Constance wrote:Hey there, I just encountered 2 mage bosses and their minions at the same time with my Warrior and it seems that having a "very fast" weapon helps a lot: since you can hit them again before they try to teleport, you can pretty much lock them where they stand and kill them almost without them fleeing (if you don't miss too often).
That went much easier than with my Rogue, I was pretty surprised.
Melee weapons are a little bit more powerful than bows so they have more chance to put monster in Hit Recovery Stance. Then if you have more attack speed that monsters Hit Recovery then you can kill them quite easy. As i said before. With mages are one problem. In vanilla Diablo they were teleporting after receiving dmg but in Belzebub they can teleport in any occasion. Even show up at the edge of the screen and instantly teleport away.
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SlapZ
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Post by SlapZ »

riesa wrote: Melee weapons are a little bit more powerful than bows so they have more chance to put monster in Hit Recovery Stance. Then if you have more attack speed that monsters Hit Recovery then you can kill them quite easy. As i said before. With mages are one problem. In vanilla Diablo they were teleporting after receiving dmg but in Belzebub they can teleport in any occasion. Even show up at the edge of the screen and instantly teleport away.
There were also situations in D1 when a mage ate a fireball, teleport away, arrive at a designation, then die. I laughed every time I encountered this.
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