Lately, my play time has been pretty heavy. I’ve been fortunate and free enough to put in enough time to push me into gr 60+ seasonal so far, and I’ve finally hit what I like to call the seatbelt. There have always been seatbelts on us when grifting. They are mechanics placed in the game as limiters. Something that practice can’t overcome. In previous seasons it was the elite affix thunderstorm or jailer. Instant, unavoidable damage. Regardless of player skill, this was your gear check. It has always been the limiting factor when topping out on the high end. Sure monster damage and health scaling also control our destiny at the higher difficulty level, but most damage is avoidable if you can dodge it. These were our seatbelts.

    With the changes in 2.3 to thunderstorm and jailer, a new limiter has reared its head. Read a player complaint that has creeped into the community lately, and the Blue Post that follows:

    Palerider: Honestly I think these should count towards a lot more bar progression in Greater Rifts than they currently do, given their utter annoyance and damage. Ideally, killing an elite mob of any of these types should count at almost 2x the progression a regular elite (yellow/blue) mob does. These things separate constantly, either by flying through a wall, or by teleporting right behind you.

    Only Xeph ammy helps with Exorcists, but running an immunity amulet takes away from the damage of your top-end amulet (be it Hellfire or whatever). Sure, you could cube it, but I’d say 99% of people have RoRG or CoE as their cubed rings they run, with them being entirely necessary.

    Posted by Tyvalir – 3 hours ago (September 23, 2015, 12:30 am)

    Thanks for the constructive feedback on this, folks!

    We’re planning a few adjustments to ghost-type enemies (particularly their Soul Siphon power) in an upcoming patch. They’ll need to be closer to attack, will deal less damage overall, and their channeled attack damage will be spread out over a longer duration.

    This is fantastic news in my opinion. Nothing like losing your Archon stacks in a gr 60 because an elite Enraged Phantom busted through the wall and one shot you from across the map. Should save some hardcore lives as well. Ranged builds will benefit by possibly being able to range check the ghosts. Melee builds will benefit from a shorter range on the phantoms attack by shortening the gap to their target. Of course a new seatbelt might show its head, but we’ll cross that path when we get there!

    Enraged Phantoms

    I’ve always been for removing seatbelt type mechanics. There is nothing fun about them. They limit what you can do by forcing you into gearing toward that bare minimum expected damage. Player skill cannot combat it, and I’m against that in a competitive format. However, you do have to decide where to draw the line. GR 70 needs to be extensively more challenging than GR 30, but I can do without the insta-kill unavoidable damage death.

    Are you excited for ghost-type enemy tuning? Or is this another step toward making the game too EZ mode?

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