These guys just destroyed my 20k health in like three hits. I had arrow shield and I'm an ETF build. They also have so much health. No other filler enemy in other "collect stuff" challenge rooms like this is even remotely close to being this strong. On top of that, they can get to the parkour part where you can use your movement spell so you have to fight them handicapped. I'd understand if they were bosses or waves in an actually threatening challenge, but they are filler enemies. Either the rest need a buff or these guys are heavily overtuned.
#the light guys need a nerf
1 messages · Page 1 of 1 (latest)
i dont see a reason to likent
these guys are genuinely too strong to the point they make blood particles appear when i get hit by them on my monster lightbender
I play hmelee and these guys are definitely able to tank a normal arrow from me at 7/7 focus I swear
Like, bro you are a filler enemy why are you being able to tank more than 100k damage what the hell
I die frequently to the boss in this room and I'm sure it is always because the guy has two of these helping them all the time
And their spell pattern is also hell, anything with charge spells that can deal damage is already enough of a menace by itself
Seriously, I would be okay with these guys if the filler enemies in other rooms were this strong too, but no enemy in TCC is this strong and the ones in the NoTG resource room barely do anything compared to this
it's because you haven't removed the influence of light from your soul guys
just talk to Dren again he'll help you rid yourself of the light element and you can fight them again
but then how can we damage creatures in the se?
hey wait a minute we have the light element yet we're able to damage creatures of the light!
because er uhh light element
could it be that blacksmith dren is not canon?!
no way
I agree this has been a problem since gavel reborns release 💀
They have always spammed charge and for some reason dealt insane damage
They could one shot lvl 100 builds and back then there wasn't even scaling
stronger than the stone people in tcc by like 2-3 times
this was half of their power? 
i need to overall go through nol mobs
and adjust them
theyre overtuned as a whole
but i couldve sworn i got this one already
yeah 2 days ago
oh wtf they have regen
they HEAL?
True boss of nol
38.5k base hp and 7700 natural hpr
i dont remember how often hpr ticks for mobs but thats a lot
im gonna just. remove that
thats like, a 5th of their health god damn
these guys have at least 100k plus for 105s
good grief i can consistently one shot them with twain's
and they turn invisible half the time
oh yeah that too, they turn invisible and have the exploding charge

ok this mob especially is kind of bad
ill set aside some time to go through nol mobs soon though
i have no problem with the rest of the enemies other than the cloud which sometimes goes below the path on the observer's room which makes it impossible to kill sometimes
the only one that i find absolutely outrageous is the light guys, they are just insane
oh right heavy vanish gives the mob a damage boost, doesnt it... wow this mob is atrocious
wait no
bro this is shade but better wtf
we giving a whole archetypes abilities to a mob in this one 🔥
light is the shadestepper buff we truly needed
If only assassin could replace like, spin attack with heavy charge that also triggered powder specials
theres 2 lights
no i did get the right one
Light 87 and Light 89
i checked
bizarre
also the other one is 84
maybe just an old world or something. giving this the check mark as its effectively being done
If you close your eyes, it's fixed fr
can we also nerf that tower miniboss on floor 3
i feel like an entire party cannot kill it in a reasonable time
it also hits pretty hard
yea
I don't disagree, maybe it needs a small HP nerf
ironic that light had best shade
10 seconds
i assume it is to avoid skipping the parkour but like, this isnt applied to any other parkour challenge and righting reflex and lacerate are still allowed which means acro can skip the parkour anyways
so yeah that should just get removed too honestly
Youd expect the mobility class to be mobile
but i agree movement spells should be disabled on more parkours
i meant allow all movement spells but that also works yeah
yea dont nerf mobs allow spells
What about qira?
the problem rn is that mage can still skip parkour with tp (just jump into hole and fall a couple blocks then spam tp). But for some reason tp is disabled in the hall leading up to the parkour. SO mage can't tp past the light mobs, but can tp to skip the parkour. makes sense
no the mobs need a nerf too, these guys are insane
🐷