\/4n!114 ][c3
03-22-2012, 11:20 PM
again, im trying to look at this from an open minded point of view, thinking, "yeah, this is something reasonably acceptable to deal with at an intended gear level."
now, continuing with that, lets look at some details.
exhibit a (http://steamcommunity.com/profiles/76561198000735980/screenshot/542922712006990270?tab=public) - wave 13, 4 people, 73 djinn
exhibit b (http://steamcommunity.com/profiles/76561198000735980/screenshot/542922712006988133?tab=public) - wave 14, 4 people, 86 djinn
wave 12 had 24. on insane. with 4 people. after a 50% reduction that was after a 40% reduction. which means that prior to this, there was 67 djinn that would be spawning on wave 12 insane with 4 people.
on ramparts wave 18 nightmare with 4 people there are barely half of the wave 14 number as moraggo insane.
fun fact: they are running around with 1.3 million hitpoints also.
moraggo is listed as level 70 suggested hero level. players cannot use mythical gear at that point, nor can they reasonably have access to godly gear with more than probably 40 levels and if they are lucky, 30 ish to their stats. it is a complete impossibility for them to be able to complete this, because they will not have weapons or pets (outside of hacking) that would allow them to be able to deal with djinn. especially when they spawn up to 10 at a time with 4 players playing.
djinn have dwarfed ogres as the "target now" mob, because they fly, because they desummon towers, because they bolt players with knockback damage that is enough to send them flying half way across maps, because they have the ability to sneak behind the damage arc of towers, because they have so many hitpoints, and because they spawn at so many different locations on moraggo.
they are far more manageable in other maps, because they have to follow the spawn locations of other mobs, so they are always in the damage line of towers, so they can be baited into a proper location that towers can take away their damage like they should. but in moraggo, because of the narrow alleys and tight building conditions in most places on the map, this is much more difficult than it is elsewhere.
and again, on insane, with a level 70 suggested level, there is no way that a player, following what is considered a "natural" progression could be expected to deal with this.
this mob is being used far more liberally than it needs to be. at worst, djinn counts in a wave should be pretty comparable to ogre counts in a wave, maybe slightly more (in the 10-15% range), not anywhere near the counts they are now. at best, they should be 10-15% less than ogre counts. i can just imagine what wave 24 would be like in moraggo.
now, continuing with that, lets look at some details.
exhibit a (http://steamcommunity.com/profiles/76561198000735980/screenshot/542922712006990270?tab=public) - wave 13, 4 people, 73 djinn
exhibit b (http://steamcommunity.com/profiles/76561198000735980/screenshot/542922712006988133?tab=public) - wave 14, 4 people, 86 djinn
wave 12 had 24. on insane. with 4 people. after a 50% reduction that was after a 40% reduction. which means that prior to this, there was 67 djinn that would be spawning on wave 12 insane with 4 people.
on ramparts wave 18 nightmare with 4 people there are barely half of the wave 14 number as moraggo insane.
fun fact: they are running around with 1.3 million hitpoints also.
moraggo is listed as level 70 suggested hero level. players cannot use mythical gear at that point, nor can they reasonably have access to godly gear with more than probably 40 levels and if they are lucky, 30 ish to their stats. it is a complete impossibility for them to be able to complete this, because they will not have weapons or pets (outside of hacking) that would allow them to be able to deal with djinn. especially when they spawn up to 10 at a time with 4 players playing.
djinn have dwarfed ogres as the "target now" mob, because they fly, because they desummon towers, because they bolt players with knockback damage that is enough to send them flying half way across maps, because they have the ability to sneak behind the damage arc of towers, because they have so many hitpoints, and because they spawn at so many different locations on moraggo.
they are far more manageable in other maps, because they have to follow the spawn locations of other mobs, so they are always in the damage line of towers, so they can be baited into a proper location that towers can take away their damage like they should. but in moraggo, because of the narrow alleys and tight building conditions in most places on the map, this is much more difficult than it is elsewhere.
and again, on insane, with a level 70 suggested level, there is no way that a player, following what is considered a "natural" progression could be expected to deal with this.
this mob is being used far more liberally than it needs to be. at worst, djinn counts in a wave should be pretty comparable to ogre counts in a wave, maybe slightly more (in the 10-15% range), not anywhere near the counts they are now. at best, they should be 10-15% less than ogre counts. i can just imagine what wave 24 would be like in moraggo.