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Spawning skeletons

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  • Spawning skeletons

    Throughout story mode, but much more emphatically on Act IV's last few maps, there are several crypt-like locations which spawn skeletons, one at a time, over a long time span. While tipically not a threat, most often dying to a single hit, they still take a long time to clear because of their very slow spawning, keeping our heroes in-combat and thus unable to open chests and move forward for a long while. This makes these maps annoying to play and more time-consuming than they should be.

    Perhaps the interval between spawnings could be shortened to about a quarter-second, so that the skeletons would seem to appear right after each other and all the process would finish in about 2-3 seconds?

  • #2
    Ignore them if you know the layout of the map. They will stop chasing you after some sec and if the chest is not near them, you will be able to open it. But the main problem is the minions since they will keep on going back to attack the spawn skeletons. Thats why i don't use minions for Story mode (except for Robin sometimes).
    Heroes:
    Deepz: Warrior(Jugg built) - TL96
    Vanir: Mage(App. built) - TL95
    Kazuma: BH(Stalker built) - TL100
    Gintoki: Warrior(Defender built) - TL101
    and one more mage....

    LIBI YEHU WAQE 1155

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    • #3
      Originally posted by MarkHark View Post
      Throughout story mode, but much more emphatically on Act IV's last few maps, there are several crypt-like locations which spawn skeletons, one at a time, over a long time span. While typically not a threat, most often dying to a single hit, they still take a long time to clear because of their very slow spawning, keeping our heroes in-combat and thus unable to open chests and move forward for a long while. This makes these maps annoying to play and more time-consuming than they should be.
      I usually just start them spawning, move on to clear another area, then move back to mop them up once they are all there. As long as you move far enough away, they will stop chasing you and your minions will rejoin you, so when you return they are all just standing around in a mob that is easy to take down. It is too boring to just sit and wait for them to spawn one at a time.

      When farming for essences, I avoid the story maps in Act IV (Dragon's Crag,The Underworld) where there are lots of these spawn traps. They were probably meant to be a challenge for newer heroes, soft of like the "ambush mobs" that suddenly pop out in parts of Act III, but for a level 70 hero with legendary gear they are more of a nuisance than a challenge...
      Last edited by Ozymandius; 03-15-2019, 02:05 PM.

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