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Monkey King
269 | 3
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Also gotta say that 7 is just way deadlier than t8 and t9. You are way too exposed.
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Djinn
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I love the widened hallways in act 2 areas. Small change but big difference in feel. It's like entering a desert temple now.
dant121
Stone Warrior
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new layout t7 bad, it became more difficult than t8 and t9, there is not a single obstacle to hide. Also, mobs fly away for textures.
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intex
Rust Claw
85 | 0
dant121 wrote:new layout t7 bad, it became more difficult than t8 and t9, there is not a single obstacle to hide. Also, mobs fly away for textures.
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i have had this issue with quov tsin happen multiple times as well in labs. pls fix
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RequiemLux
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leecuz wrote:
gebs2184 wrote:I have to hard disagree, unfortunately. It's now a shooting gallery for the Erinys. If your goal was to make t7 the hardest rift, you succeeded. If not, I would recommend adding some sort of way to line of sight Erinys, because as of right now, any step can be death.


Hard agree with this. I was happily clearing up to 9s. 7's are now a 50/50 coin flip on whether you get shot gunned to death on entrance. Then every corner is a will I or won't I instantly be deleted. The areas are too large, Enerys range is insane and you just die repeatedly. The old layout was far better. We need doors or something to stop the number of mobs hitting you at once as there is currently no LoS


Guess no choice for now but to revert the Act2 changes. Dunno when an hotfix will be provided, hopefully soon.

intex wrote:
dant121 wrote:new layout t7 bad, it became more difficult than t8 and t9, there is not a single obstacle to hide. Also, mobs fly away for textures.
► Show Spoiler

i have had this issue with quov tsin happen multiple times as well in labs. pls fix


Enemies spawning outside of the map boundaries is not a bug with the new layout, Act2 Tombs always had this issue with teleporting (and sometime flying) enemies. Was extremely noticeable in ultimative days with teleporting procs and Quov Tsin residing in the tombs. I'm not confident something worth doing could be done to try mend the problem from a map stand point, some tilesets are very innately whacky and not meant for teleporting or flying enemies with certain characteristics.
• Troubleshooting for MXL Sigma
• Installation Guide for MXL Sigma
"It is not because things are difficult that we do not dare, it is because we do not dare that things are difficult." -Seneca
Ywinel
Pit Knight
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Dunno why Epsilon was nerfed, he was fun :)
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Updated with 2.4.2 notes
B_ATAKY
Thunder Beetle
55 | 3
Act1 mercenary not teleporting(or maybe it happens sometimes) to character. So if you run fast u will always play without merc. Can be fixed via tp.