[Act 3] River Hags are overtuned
" The slow is often the first clue that I know one has spawned on top of me. Or perhaps stealthed its way to me among the thousand other effects. I actually liked these enemies once I realised it was just the orbs that caused the death and nothing to do with the whirlpools. They force a more tactical approach and you need to manage the battlefield and find an opportunity to target the hags as a priority. Or whittle down the mobs so the hags are defenseless. This is coming from someone playing a homecooked improvised Rolling Slam Endurance build. Doesn't come any more melee - and slow - than that. Shield Charge FTW. They do break up the fast gameplay if you are used to just running around tanking the damage but that's not a bad thing in my view. |
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" Yeah they aren't exactly easy to kill considering how powerful their abilities are in controlling the battlefield. I think they are basically good enemies that make fights more interesting most of the time, but need some tweaking. A bit less health/ES and longer cooldown on the orbs and I think they would be fine. |
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I think it's a bit overtuned, insta-kill is really annoying :( IMHO it should be an aggressive degen instead of a 1-2 seconds insta-kill! :D
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Reviving this thread..
As a warrior, i started a leap, then got sucked in by a bubble and died. Impossible to do anything. This mecanics sucks !!! |
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" Lol yea, I died to one of these in maps on my warrior. Temp Chains map into a river hag with ice. I was moving so slow in mid air with no wait out and the bubble killed me before landing. Its beyond obnoxious. I dont get how we can get hit in mid air with leap slam. Mirror mobs insta pop and are immune a split second after summon but can kill you before you land. There is a lot that needs tuned. |
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