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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I'm less concerned about damage usually and more the combination of augments and ad spawns. There's ZERO justification why when we have to match runes for example that knights/ cursed thralls are practically spawning inside us while the boss is hiding at angles we can't shoot them and those purple spikes are spawning inside the circle as well. Seriously, do they not understand how difficulty is supposed to work? You don't make the game more challenging by handicapping the player 8 times over then punishing them for doing *exactly* what they're supposed to do to win. And the fact we're STILL not guaranteed adepts even on full runs of COB or even Nether just makes it feel so unrewarding.