Here’s a clip of our team getting to round 11. We kill the first lucent wizard, but before we could crush the ghost, we got team wiped by the lucent knight suppressor grenade. Now how that grenade is not considered a super ability, I don’t know. Because no boss has ever insta died when I throw a suppressor grenade at them. Speaking of which, I thought the lucent hive knights were supposed to be disabled in expert mode? Or did I understand the 8.2.5.5 patch notes wrong?
Despite the balance tuning, there are still issues with lucent hive in expert CoB. One of the worst is getting 6 shrieker bosses, constant add spawns, blinding blights, unstop ogres + arc shooting wizards. All in the same round!!! I propose the removal of the Ritual modifier, since it only appears with hive. It’s very buggy, the symbols are slow to appear and often obscured by the environment. The Bound modifier is also bad, because sometimes it doesn’t draw a boss towards you and their shields stay up. Either that or they literally hide behind cover while you’re in the bound circle. Not to mention the void spikes and isolate blight bombs that can spawn in the exact spot you are all supposed to stand.
Please guys I’m begging you, the lucent hive still need to turned down quite a few notches!!!
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Edited by The-IIID-Emp1r3: 4/17/2025 10:10:03 PMIn short, they should remove all this and go back to just keeping things simple Imo each round should only ever have TWO modifiers active AND none that negate (aka making it absurd) eachother can be active, also they need to ease up on the enemy spam, Cursed Thralls shouldn't be nonstop spammed, having FIVE boss level shriekers is just absurd.. It needs to be toned down to at max 3. Then again, CoB is worse as a whole than just doing a run of the Nether on expert just for fun, wish all guns dropped in either activity rather than one half being locked away in a specific mode (& yes i know ToW gives gear if you focus, but it doesn't give shinies, it only gives barebones versions of the loot)