As the person who suggested this, the idea had a few reasons behind it
Rats as enemies aren't threatening at all.
They do 10 damage per attack and have absolutely nothing for HP. They are definition of a trash mob that you kill endlessly without much care.
Before the collision update rats were actually quite dangerous, being notorious for getting people stuck, specifically on melee pillars allowing them to quickly stack up and take quite a lot of your health, causing many wipes.
Now that the mobs don't have collision on them, getting stuck doesn't happen anymore and you are able to walk through them freely without much care.
The "fear" people had of approaching rats is absolutely gone. (In this case the change seems to be doing wonders, given the feedback)
The pillar changes which allow shooting for each one pillar makes rats even more of a joke because now a majority of the time they won't even get close to the pillar like they previously.
For an event that's arguably second in loot(#1 being IoD) it doesn't pose even a fraction of the challenge. Grims outside of the somewhat clunky fourth pillar is an absolute cakewalk.
Comparing the mobs, IoD spiders are much more dangerous, they come from many different directions attacking with AOE melee which bleeds and ranged balls that slow and poison you.
Rats in comparison still do one attack dealing 10 damage, 5 with melee and the other 5 with despair(which can be lowered in damage/duration with the new resistance crystal).
Grims mobs attack you from four lanes, 2 of which get 90% of the traffic. You are absolutely able to kill mobs before they get anywhere near you, especially with Grims allowing up to 12 people now.
Personally I see getting despaired as some sort of punishment for allowing such a weak monster to get near you, it's similar to the prayer draining bats (tz-kih) from fight caves in runescape but a lot less subtle.
Hopefully Grims continues to see some more updates, the update to allow much more people is great. I'm happy about the pillar except for maybe the difficulty spiking massively on the fourth pillar, I'd much prefer it stay more consistent even if the other ones were upped a bit.
I would definitely welcome more changes to mobs, I wouldn't mind if mobs did much more damage than they do now for example. 10 and 15 are honestly too weak.
I wouldn't mind seeing despair swapped out for contagion that hurts the entire team and applies debuffs to your stats in some ways. I'd also love if the deathclaws applied agony/damnation to you
Seems to me that a lot more people are open to the idea of it being more harder than annoying, given some of the responses. I don't mind either way, I'd just like if the loot was proportional to the effort.
A good change to address the sudden spike in difficulty on pillar 4 would be rather than both spawn rates and health getting increased, their health being the same as other waves and only having spawn rate somewhat upped, but also limiting you to your secondary. I'd say this keeps it in line with 2nd and 3rd pillar.
Rats as enemies aren't threatening at all.
They do 10 damage per attack and have absolutely nothing for HP. They are definition of a trash mob that you kill endlessly without much care.
Before the collision update rats were actually quite dangerous, being notorious for getting people stuck, specifically on melee pillars allowing them to quickly stack up and take quite a lot of your health, causing many wipes.
Now that the mobs don't have collision on them, getting stuck doesn't happen anymore and you are able to walk through them freely without much care.
The "fear" people had of approaching rats is absolutely gone. (In this case the change seems to be doing wonders, given the feedback)
The pillar changes which allow shooting for each one pillar makes rats even more of a joke because now a majority of the time they won't even get close to the pillar like they previously.
For an event that's arguably second in loot(#1 being IoD) it doesn't pose even a fraction of the challenge. Grims outside of the somewhat clunky fourth pillar is an absolute cakewalk.
Comparing the mobs, IoD spiders are much more dangerous, they come from many different directions attacking with AOE melee which bleeds and ranged balls that slow and poison you.
Rats in comparison still do one attack dealing 10 damage, 5 with melee and the other 5 with despair(which can be lowered in damage/duration with the new resistance crystal).
Grims mobs attack you from four lanes, 2 of which get 90% of the traffic. You are absolutely able to kill mobs before they get anywhere near you, especially with Grims allowing up to 12 people now.
Personally I see getting despaired as some sort of punishment for allowing such a weak monster to get near you, it's similar to the prayer draining bats (tz-kih) from fight caves in runescape but a lot less subtle.
Hopefully Grims continues to see some more updates, the update to allow much more people is great. I'm happy about the pillar except for maybe the difficulty spiking massively on the fourth pillar, I'd much prefer it stay more consistent even if the other ones were upped a bit.
I would definitely welcome more changes to mobs, I wouldn't mind if mobs did much more damage than they do now for example. 10 and 15 are honestly too weak.
I wouldn't mind seeing despair swapped out for contagion that hurts the entire team and applies debuffs to your stats in some ways. I'd also love if the deathclaws applied agony/damnation to you
Seems to me that a lot more people are open to the idea of it being more harder than annoying, given some of the responses. I don't mind either way, I'd just like if the loot was proportional to the effort.
A good change to address the sudden spike in difficulty on pillar 4 would be rather than both spawn rates and health getting increased, their health being the same as other waves and only having spawn rate somewhat upped, but also limiting you to your secondary. I'd say this keeps it in line with 2nd and 3rd pillar.