#I miss more frequent delve mobs

1 messages · Page 1 of 1 (latest)

crimson sedge
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Now the delve changes have been rolled out for a week, so I think it's safe to make a conclusion now.

I am not a big fan of the delve mob frequency decrease. Infernal is the exception here because the old ones were too generic to make a difference. For the rest of the delve mods however, even with individual mob buffs, the experience still feels like a downgrade.
More frequent delve mobs are good because it can consistently influnce your playstyle.

Having for example, a dread spawning every elite killed feels very different compared to having it only spawn 60% of the time, even given the dread powerups. Before the frequency change it felt like I have to actively adjust my build/playstyle to take the added mobs well, but post-change the lack of consistency turned most mods into "stuff happens here and there I guess". The rarer the delve mob is the more apparent the problem becomes, no matter how powerful the said mob is.

Consider a more extreme example: If every mob killed spawns a spectre, I would likely maintain some "second strike ability" in my build, but if it only spawns with a 1% chance, there won't be a need for any special measures save for "panic button to kill the elite mobs that sometimes pop up".

Also double dread is funny and good.

silver stag
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Dread is probably the exception where even though it was fun, the consistency made things too easy. With the other mods I feel like I rarely see them, but they’re still really easy to kill so nothings really changed except not seeing them as often which makes it feel like free points

weak rivet
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I think that, especially in content that’s very spawner/mob dense, delve mobs slowed my experience down a lot. I’m not a super skilled or super optimized player though. They weren’t like too hard en masse just kind of time consuming given I can’t easily 1 tap/1 cycle a tormented or colossus.

I like tormenteds because they are huge time uses for a pretty engaging and fun experience, but only very occasionally if running reasonable levels.

crimson sedge
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but again, delve mods are meant to be challenging

glacial crest
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I appreciate the drop in spawn chance personally, especially for colossals. I am a colossal magnet

weak rivet
# crimson sedge but again, delve mods are meant to be challenging

yeah its tricky to strike that balance. What the devs have asked is: "How can we make these mobs still threatening but less intrusive so the dungeon itself can shine a bit more, without making these mobs absolutely negligible?"

so the idea is to make them larger but more infrequent bumps ig?

crimson sedge
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but it diminishes the uniqueness of the trigger imo

silver stag
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I think my issue is that they're not that much larger bumps, maybe other classes or other regions are struggling more, but it just feels like they're less common now and that's it idk. I didn't really feel the buffs to the individuals

crimson sedge
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hmmm seems like I've made an actual hot take

crimson sedge
alpine hornet
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i think it is much better now that things are less frequent it feels much less mobspammy and more like I'm actually fighting things instead of twelve mobs bundled together

crimson sedge
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that kinda goes against the point of delves imho

alpine hornet
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not really

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the point of a delve is just "harder" not "more mobs"

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especially since a lot of classes get large benefits from killing things, more often than not, this is harder

main stratus
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I think that too-frequent delve mods take away from the overall dungeon experience. Where the dungeon's original mobs take a backseat to a handful of colossi/dreads/spectral/infernal/chivalrous mobs that show up everywhere, all the time

crimson sedge
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there are less impactful mods out there if you hate extra mobs

untold haven
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Though on a serious note i feel like spectral and infernal has became a lot easier

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Since they were the largest contributor to mob density

weak rivet
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Infernal feels fine but spectral feels weaker yeah
Another thing to note is the new tanky mob spawning from idolatry

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I would like if malediction got slightly faster move speed

shy wedge
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infernal was crazy on 1.3x damage

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10 hearts on creeper launch

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the pillager grenade crazy damage too as much as like a melee hit