04-10-2023, 07:26 AM
(This post was last modified: 04-10-2023, 07:28 AM by Lord_earthfire. Edited 2 times in total.)
I think there is a somewhat easy solution to this: add a 30 second cooldown to the wirehopping ability AFTER you exited the wire.
That way, the arcfiend got one chance to jump away and arcfiend chases over multiple wires are generally discouraged. And if they are seen when coming out they got no second chance to flee for a long time.
Personally, i use the wire hopping for good reengaging, since the station design does not contribute to satisfying encounters and instead encourages chases. Too small and narrow in general.
That way, the arcfiend got one chance to jump away and arcfiend chases over multiple wires are generally discouraged. And if they are seen when coming out they got no second chance to flee for a long time.
Personally, i use the wire hopping for good reengaging, since the station design does not contribute to satisfying encounters and instead encourages chases. Too small and narrow in general.