You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Jolts are individually strong, and they spawn in an extremely high volume. They sport multiple immunities (magical, ranged, fire), high resistance, high HP, and apply debuff and damage with proximity rather than any attack that you can defend against. They also teleport, and they spawn in a high volume, everywhere, rapidly.
They also spawn in a dimension that already possesses many, many other mobs that apply liberal, debilitating effects that rob player agency and cause major DoT.
Despite being an early game progression stage, they are more deadly, more debilitating, and more unavoidable than even End and Twilight Forest difficulty progressions. They also completely lack an equally rewarding benefit.
To Reproduce
Kill the Sun Spirit
This unlocks their spawning.
Exist after nightfall.
Expected behavior
Challenging but manageable mobs would spawn, at a rate equal to or less than the Overworld, the End, the Beneath, or the Twilight Forest. Their difficulty would scale with their reward.
Screenshots
No response
Modpack Version
3.2
Server or singleplayer
Singleplayer
Version the world was created on:
3.2
Other...
No response
Additional context
Playing Easy mode. Using Mythril armor, Mythril weapons, Onyx Weapons, Fire-ignited Dragonbone weapons.
Jolts are individually of a strength approaching a miniboss, but spawns aggressively, in large volume, and drops nothing worth the trouble. They spawn very close to the player, or they are capable of teleporting into the player's vicinity. They do not provide any opportunity for the player to leverage any significant amount of skill, preparedness, or competence to reliably, acceptably overcome, due to their teleportation, their extreme survivability, their volume, and their constantly applied AoE debuffs. They also spawn alongside other mobs that similarly have egregious and strong debuffs that also severely impact player agency. Between these other mobs' strengths, and this mobs' strengths and volume, they create an extremely hostile, anti-fun environment for the player themself that actually discourages play, engagement, creativity, agency, and enjoyment.
The text was updated successfully, but these errors were encountered:
Describe the bug
Jolts are individually strong, and they spawn in an extremely high volume. They sport multiple immunities (magical, ranged, fire), high resistance, high HP, and apply debuff and damage with proximity rather than any attack that you can defend against. They also teleport, and they spawn in a high volume, everywhere, rapidly.
They also spawn in a dimension that already possesses many, many other mobs that apply liberal, debilitating effects that rob player agency and cause major DoT.
Despite being an early game progression stage, they are more deadly, more debilitating, and more unavoidable than even End and Twilight Forest difficulty progressions. They also completely lack an equally rewarding benefit.
To Reproduce
Kill the Sun Spirit
This unlocks their spawning.
Exist after nightfall.
Expected behavior
Challenging but manageable mobs would spawn, at a rate equal to or less than the Overworld, the End, the Beneath, or the Twilight Forest. Their difficulty would scale with their reward.
Screenshots
No response
Modpack Version
3.2
Server or singleplayer
Singleplayer
Version the world was created on:
3.2
Other...
No response
Additional context
Playing Easy mode. Using Mythril armor, Mythril weapons, Onyx Weapons, Fire-ignited Dragonbone weapons.
Jolts are individually of a strength approaching a miniboss, but spawns aggressively, in large volume, and drops nothing worth the trouble. They spawn very close to the player, or they are capable of teleporting into the player's vicinity. They do not provide any opportunity for the player to leverage any significant amount of skill, preparedness, or competence to reliably, acceptably overcome, due to their teleportation, their extreme survivability, their volume, and their constantly applied AoE debuffs. They also spawn alongside other mobs that similarly have egregious and strong debuffs that also severely impact player agency. Between these other mobs' strengths, and this mobs' strengths and volume, they create an extremely hostile, anti-fun environment for the player themself that actually discourages play, engagement, creativity, agency, and enjoyment.
The text was updated successfully, but these errors were encountered: