Original Post — Direct link

This is a short, straightforward list of broken / bugged enemies in one place for visibility, with simple solutions. This is mostly just so EHG can find them in one place. This is NOT a list of enemies that are annoying, dangerous, or purely visually bugged, it's for actual mechanical gameplay problems.

If you have any others to add, let me know and I'll update the post.

Criteria

  • Obvious bugs that cause unreasonable danger to the player
  • Mechanics with no counterplay or high "unfairness"
    • Objectively speaking; must be 'unfair' in a significant amount of gameplay scenarios
  • Deadly mechanics with unintended randomness or lack of clarity

The List

Artillery Enemies (off screen abilities)

Osprix light mages, wengari shamans (shield ability), etc. The problem here is simply not knowing what direction they are in because they are offscreen, which is annoying and disrupts the flow of the game. All off-screen ranged effects should have direction indicators so we know which direction to go in to kill them. Siege golems & sacred blooms already do this by leaving projectile trails, for example.

Bats & bat derivatives (e.g. Tundra Stalkers, Rust Stalkers)

These enemies have zero-windup, extraordinarily powerful AOE damage-over-time attacks and very swiftly run up to you to use them. This is extremely hard to deal with for many builds, particularly melee ones. Simple solution would be to add a damage ramp up (e.g. starts at 10% damage and ramps up to 100% over 1 second) or just give them a brief windup. All my homies hate invisible darkness bats in lightless arbor.

Forged Soldiers (monolith miniboss)

When two of these guys spawn at the same time in a monolith they often stand on top of each other, have very low attack cooldowns with short response times, and deal very high damage. As a ranged character this is no problem, but the windows for a melee character to actually attack them are very small. It's doable, but the fight takes 5x longer than it should because of how little time you can actually spend attacking. Could be solved by spawning a single more powerful one, or somehow preventing them from standing on top of each other.

Heorot

After the first few times he does them, the aoe indicators for his spear jab and radial explosion jank out and become unreliable. His spear jab indicator in particular starts actively lying to you by pointing in the wrong direction, and also only appears after he has already skewered you.

Immortal Eyes

Immortal eyes sometimes do not play their morbing animation when they start to morb, leading you to randomly die when they self destruct without warning after a few seconds. Just a bug that should be fixed.

Possessed Constructs in Soulfire Bastion

A severe bug. These things have an animation where they fly down from the ceiling to attack. The problem is that they often begin their attack before flying down (i.e. before you can even see them). This attack can be powerful enough to one shot you at higher tiers, which forces you to stay in the necrotic-immune state to avoid random, unavoidable death. It's fortunate the necrotic immunity mechanic exists or else this dungeon would be basically unplayable.

Ruby Captain Arjani (monolith ambush)

When this miniboss ambushes you in a monolith they instantaneously hit you with a very high damage attack as they come up out of the ground behind you. It is essentially unavoidable unless you just happen to be already dodging something else at the same time. On higher corruption levels this can be enough to one shot your character and end your echo with no counterplay. They should have to come out of the ground first before actually attacking; even a 0.75 second delay would be enough to react to properly.

Scalebane Saboteurs

The explosive javelins need to be more visible. It's extremely easy to miss them in chaotic fights, and they are one of the most devastating attacks in the game - seeing them and dodging them is paramount.

Storm Crawlers

These guys wildly rotate in random directions constantly, so if you are melee you are playing Lagon roulette because their lightning blasts might just happen to rotate into you out of nowhere. Their rotation should be stabilised so they can be reliably fought by melee builds. As it is every time you encounter these guys as a melee character you have a 10% chance of random unavoidable death.

Edit: it's been mentioned that it might just be the indicator that rotates, not the attack. Same result, but may help with debugging it.

Bonus: Diamond Matrons

I don't think anything should be changed with Diamond Matrons, I just want their designer to know I hate them.

External link →
13 days ago - /u/moxjet200 - Direct link

Thanks for taking the time to call these out in this format, u/arbitrary_student, I've added this reddit thread in an upcoming working session with the combat team so we'll review and likely make some iteration then!

1 day ago - /u/moxjet200 - Direct link

 I got some time today to get a working session in with our combat lead and the following adjustments have been made thanks to your feedback. Thank you for taking the time to write out issues you've found so concisely. We verified each issue and made changes we believe will improve each of them.

Some additional adjustments may be made before release:

  • Osprix Lightmage Holy Meteor attack range reduced from 30 to 12
  • Wengari Shaman
    • Totem cast ranged reduced from 15 to 12
    • Shield buff range reduced from 25 to 15
  • Tundra Stalker
    • Reduced size by 30%
    • Damage of ice breath attack scales up over the duration of the cast from 50% to 100%
    • Reduced Leap attack damage from 60 to 30
    • Melee attacks reduced from 40 to 26.
  • Bitterwing and Gloomscreecher Bats
    • Damage of ice breath attack scales up over the duration of the cast from 50% to 100%
  • Ulatri Scavenger
    • Damage of fire breath attack scales up over the duration of the cast from 50% to 100%
    • Reduced size by 20%
    • Reduced size of flame breath attack by 20%
    • Reduced Leap attack damage from 60 to 30
    • Melee attacks reduced from 40 to 26.
    • Fixed a bug where Ulatri Scavenger's Flame Breath attack didn't disappear when they died or were stunned.
  • Forged Soldier (Aim to decrease the pressure to melee characters)
    • Increased duration of flamethrower attack from 2.2s to 3s
    • Slowed melee attacks by 40%
    • Reduced visual noise of their fire warpath ability
  • Fixed indicator on Heorots triple ice nova attack displaying incorrectly after first cast
  • Optimized Heorot’s ice stab attack (performance and reliability)
1 day ago - /u/moxjet200 - Direct link

Originally posted by moxjet200

 I got some time today to get a working session in with our combat lead and the following adjustments have been made thanks to your feedback. Thank you for taking the time to write out issues you've found so concisely. We verified each issue and made changes we believe will improve each of them.

Some additional adjustments may be made before release:

  • Osprix Lightmage Holy Meteor attack range reduced from 30 to 12
  • Wengari Shaman
    • Totem cast ranged reduced from 15 to 12
    • Shield buff range reduced from 25 to 15
  • Tundra Stalker
    • Reduced size by 30%
    • Damage of ice breath attack scales up over the duration of the cast from 50% to 100%
    • Reduced Leap attack damage from 60 to 30
    • Melee attacks reduced from 40 to 26.
  • Bitterwing and Gloomscreecher Bats
    • Damage of ice breath attack scales up over the duration of the cast from 50% to 100%
  • Ulatri Scavenger
    • Damage of fire breath attack scales up over the duration of the cast from 50% to 100%
    • Reduced size by 20%
    • Reduced size of flame breath attack by 20%
    • Reduced Leap attack damage from 60 to 30
    • Melee attacks reduced from 40 to 26.
    • Fixed a bug where Ulatri Scavenger's Flame Breath attack didn't disappear when they died or were stunned.
  • Forged Soldier (Aim to decrease the pressure to melee characters)
    • Increased duration of flamethrower attack from 2.2s to 3s
    • Slowed melee attacks by 40%
    • Reduced visual noise of their fire warpath ability
  • Fixed indicator on Heorots triple ice nova attack displaying incorrectly after first cast
  • Optimized Heorot’s ice stab attack (performance and reliability)
  • Possesed Construct in Soulfire Bastion
    • Fixed a bug where sometimes their visuals would not appear
    • Added a failsafe to ensure that their entrance animation will not override any ability animations
  • Ruby Captain Arjani
    • Fixed a bug where entrance animation wouldn’t play and played too quickly
  • Scalebane Saboteur
    • Increased the time till detonation of his thrown javelin ability from 1.2 to 1.6 seconds
    • Changed visuals to better reflect and indicate impending explosion
  • Storm Crawler Crabs now always turn to the target before shooting their lightning beams and the rate of lightning beams has been reduced
  • Fixed a bug where the following enemies could not be pierced by projectiles
    • Spirit of Grael
    • Son of Artor
  • Spine Hunter Alpha
    • Now idles for 1.3 seconds after howling
    • Reduced damage by 15%
    • Now tracks your movement slightly less well before leaping
  • Spine Hunters
    • Now tracks your movement slightly less well before leaping
  • Sand Scorpions
    • Added a visual indicator for the poison tail attack for theming (not meant to be dodged if in range)
    • Improved hit-box of tri-elemental beam of elder gaspar to more tightly match visuals

also thank you to u/WangBacca u/hunter_mix u/kenshorts u/PsyKnz