I'm here to gather suggestions and feedback about the state of mobs in the Architect's Ring Overworld. For this thread, there are two post types I'd like to see: issues you want to see fixed, and suggestions on how to fix those issues. I am only interested in Overworld mobs at this time. I will do a separate feedback thread for dungeon, strike, and other content mobs at a later time. Delve mobs and Delves are not included in the set of Overworld mobs.
Post Rules:
If you want your feedback considered, you must follow these rules. I want to improve the game in the ways I can but I cannot sort through hundreds of messages.
- Come with a thoughtful and well formatted post. One liners and feedback split between multiple messages clutters the thread.
- Use the built-in Discord reply function if you want to add onto someone else's post for organizational purposes.
- Use 👍 reactions for posts you agree with and 👎 reactions for posts you disagree with. I'll do everyone from the last thread a favor and react to this thread header with 🗨️ 🐴 👎 and 🐟.
Known Issues:
- Shade Hounds
- Airborne Corruptors (Arx phantoms)
- Earth Monks
- Gladiator Spirits (Locum Elite Blazes)
- Coven Overseers (Coven, Bewitched Summoner Elites)
- Many encounters heavily favor AoE classes either due to melee range being dangerous or the number of dangerous mobs at any given moment.
- Some mobs have unnecessary abilities that do not make encounters more enjoyable and difficult.
- The layout of some POIs leads to mob buildup through no fault of the player. If you have specific areas in mind, feel free to take a screenshot of the offending area and include it with your post.
