Ancient Constructs in incursions are a bit too good against evasion builds. (Physical+Chaos spell damage)
Typically you wouldn't encounter packs of 10 or more of these enemies outside of Atziri, but incursions bring this problem to almost every map you run.
They start their attack animation almost instantly, and due to it counting as a spell, evasion does nothing against it, same goes for dodge and blind. Even with 30% spell dodge from phase acrobatics, you can still get gunned down from offscreen, or as soon as you turn a corner or open a door.
This leads to a major imbalance in character defenses between builds. Why should a player invest into evasion at all when incursions are packed full of these enemies around every corner?
A character running CI with even a small amount of armor can easily ignore 90-95% of their damage, due to armor being more effective against smaller hits, and 100% chaos resist ignoring the rest.
These enemies turn into the most dangerous non-boss enemy in the entire game for many builds, due to their long range, nearly instant attack animation+fast projectile speed, as well as being a Physical+Chaos spell.
They can also be in huge packs, which along with a few map mods, can often lead to 40+ Ancient constructs firing at you the moment you move in an incursion, or even just turning a corner.
Feel free to share your instant-death stories against these creatures if you wish.
Edit: There is no "crying" in my post, it's called player feedback. The skill they use looks like it should be an attack to begin with, not a spell.
The animation does not give the idea of a "spell" at all. Yes, there are several ways to mitigate the damage, but should these enemies really be that abundant in incursions compared to everything else? There are at least 9 different enemy types that can spawn in incursions, yet Ancient Constructs can consist of large portions of each incursion. They also have much higher damage and attack speed compared to Serpentine Constructs, which can also appear in incursions, yet the snakes are much weaker and do attack damage, which can be evaded. I feel there needs to be a better balance in packs between Serpentine Constructs and Ancient Constructs, not just 50 ancient constructs as you enter a room.
Posted Jun 5, 2018, 2:50 AM UTC · edited
Ive died against these quite a bit, I actually run a magic ame flask(im a summoner so atziris nothing 2 me) and it helps alot I keep up my armor and chaos res flask and they do like 60% less damage, almost completely able to ignore them with flasks up.
So yeah id suggest getting an amethyst flask it really does help.
Is it just me or Incursion monsters are way too strong compare to the same level mobs? I mean lv 70 Incursion/Temple mobs is hitting harder then red maps AND having 3 times more health, at least.
On top of that their melee attack has a blink/dash effect and always hit you, their ranged attack has chaos, and they turn into ghost and you cannot hit them for a few seconds. Abyss mobs can ghost too but they always go for you instead of running in circles while in ghost form.
I seriously think they should either tune up the normal mobs a little (at least to abyss mobs level, and buff abyss to temple level) or they should bring temple mobs down in line with abyss mobs.
Or you know, make abyss mobs do more damage while temple mobs have more health (or the other way around) instead of giving temple mobs both super damage and super health.
idk, i feel like they are at a very nice level of damage and hp tbh, im finally scared to leapslam into a pack without endurency charges up.
So basically Abyss are too weak and normal mobs are too trash. It would be a lot better if they balance things out.
I'm playing an Arc trapper this league and good god is abyss a joke. Poor guys see the sun for the first time in their life for about .05 seconds
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I'm playing EV based FB damage wise it's manageable (5k life until I link my belly), tho you have to be careful when engaging those constructs.
However I think mobs are a bit too tanky. If you roll T3 increased life for the temple, then OMG lvl 76 mobs are worse than T16 ones and that does nothing but enforcing pure focus on your character dps - in other words, dps becomes best defense - the faster you kill the less dangerous shit is.
All in all - it's manageable, but change of pace when you go to temple is absurd, literally day and night difference. No previous league trash mobs were such an outliner to rest of content.
Frost bomb as a main damage skill? That takes guts.
Frost blades
I don't find most do, just the chaos dmg ones really. Trying to get a bit of chaos resists right now on my char to test difference. I think to this point most people ignored chaos res since it rarely came into play, having a major part of the game dish out good chunks of it now is a rather big change.
I think they are tankier than normal mobs outside of incursions. It became less of an issue once I got more damage of course.
I think for the most part it works because the Temple gives you insane items to compensate for the much harder mobs you encounter, but it can definitely trap you in a vicious cycle while leveling where you can't kill the souped-up Incursion/Temple mobs to link your temple, which means you can't get the insane items to kill the Architects and survive the powerful mobs in Incursions... which means you can't link a temple to get items.
I have one friend who just disengaged with the Incursions on his run through till someone threw him some good gear for exactly this reason. By Act 3 or so (which feels ludicrously early to me) you really want to doing Temple-gear-fueled DPS if you hope to continue doing temples.
It's an interesting design choice, for sure. Either way I suspect we won't see too many balance changes during the league, but I'd be pretty disappointed if this made it into the main game without a quick pass. I really don't think Shadestalkers and Ancient Constructs should make it into the core game unmodified; the former is the most unpleasant mob base to fight they've ever designed, and the latter is brutal for Evasion.
I failed super early temples since I dont have damage, was rolling over them all the way to 65 or so, and now I am 70 and they start one-shotting me randomly and everything is resisting elemental damage and I can kill them fast anymore....
The 11 incursions b4 the temple give about 20x more loot.
Idk man I picked up a solid 90% chaos res bringing me to about 30ish and I don't have too many issues.
The incursion mobs are fine. The game was becoming stupidly easy compared to the old days. Like 4 years ago a rare Rhoa could charge at you and kill you in one hit, two if you were lucky. It's nice that there's actually some scary random monster packs in the game again.
Here we go again
Game is kinda hard I can't just mindlessly shield charge through everything, GGG please fix!
Maybe try reading next time? I said they should BALANCE the mobs. Buff abyss and normal mobs OR nerf temple mobs to bring them in line with abyss, OR make abyss temple mobs excels in different fields (damage/health).
I had atziri's and insta died to 2 of those mobs with bloodlines mod and had 4.6k hp, in a LEVEL 72 incursion!!! Their animation is the biggest problem, sometimes you spawn into an incursion, the one without walls and about 4 packs of them shoot at you at the same time.
Do NOT use golems as they trigger their animation while you have the immunity buff. Generally golems are terrible and get you killed more than they should.