07-10-2003, 12:26 AM
MS multiplying the Charged bolts from LE bosses has always been a bit silly. I think this is simply a bug fix. Multishot (on a character) simply allows multiple missiles on your main ranged attack
Conviction LE is still out there - another notorious hardcore killer
And I would still treat Dolls and Nilathak with caution
Dolls scale up according to if they're bosses or champs - I've seen a tank Barb get toasted in 1.10 already after taking negligible damage from regular dolls. They may scale up based on player count. And various mods - notably Amp Damage - boost their damage too
Nilathak's CE was rather odd before and the fact that it goes down in Hell suggests to me that it's now based on the life of hell monsters which has doubled. (Some effects were based on the life of Normal monsters in 1.09)
It also may scale up based on Player count
His mods may effect it - Amp and Conviction spring to mind
That room has dangers besides the one hit kill. It is very full and possible to get swarmed, there are bombers as well as CEs and getting hit by both simultaneously is certainly possible and getting stuck on terrain or running out of potions or any of a number of fairly routine hazards can be lethal if you are on the receiving end of chain corpse explosions
Remember with all these things monsters have 5% chance of a critical hit. Even if you find you can generally laugh at these effects, it only takes one critical, players 8, amp-boosted, high roll CE to put you back on the Blood Moor in Hsaru's
Having said that I've always rather enjoyed negotiating these hazards and am a little sorry if they are truly nerfed. Doing them is certainly part of the game - avoiding them to keep the portal open or whatever is a tad cheesy. (not that I don't do such things but I'll cheerfully give them up).
Still, on the bright side, there seem plenty of new hazards to keep things fun :lol:
Conviction LE is still out there - another notorious hardcore killer
And I would still treat Dolls and Nilathak with caution
Dolls scale up according to if they're bosses or champs - I've seen a tank Barb get toasted in 1.10 already after taking negligible damage from regular dolls. They may scale up based on player count. And various mods - notably Amp Damage - boost their damage too
Nilathak's CE was rather odd before and the fact that it goes down in Hell suggests to me that it's now based on the life of hell monsters which has doubled. (Some effects were based on the life of Normal monsters in 1.09)
It also may scale up based on Player count
His mods may effect it - Amp and Conviction spring to mind
That room has dangers besides the one hit kill. It is very full and possible to get swarmed, there are bombers as well as CEs and getting hit by both simultaneously is certainly possible and getting stuck on terrain or running out of potions or any of a number of fairly routine hazards can be lethal if you are on the receiving end of chain corpse explosions
Remember with all these things monsters have 5% chance of a critical hit. Even if you find you can generally laugh at these effects, it only takes one critical, players 8, amp-boosted, high roll CE to put you back on the Blood Moor in Hsaru's
Having said that I've always rather enjoyed negotiating these hazards and am a little sorry if they are truly nerfed. Doing them is certainly part of the game - avoiding them to keep the portal open or whatever is a tad cheesy. (not that I don't do such things but I'll cheerfully give them up).
Still, on the bright side, there seem plenty of new hazards to keep things fun :lol: