We love surprise monsters and the suspense that they can create. This is why we have Sand Spitters emerging from underground, Statues coming alive and Rock Golems (internally called Moss Monsters) that form out of piles of rocks when you approach. In order to keep the suspense up, there are of course statues that don't come alive and inanimate piles of rocks that are just there to distract you.
Our intention with the player's first experience of Act Three was that the first area would be very quiet, with no monsters to fight outdoors. Upon venturing into the shade, though, players would be charged by deadly City Stalkers and would have to retreat to the safety of the sun. Their experience with the rest of the Act would involve a game of caring very much which areas were shaded, while occasionally being forced to step out of the light to travel between buildings. Because of their early encounters with the City Stalkers, they would fear every moment spent out of sunlight, as it is one step away from being swarmed by the deadliest monsters in Path of Exile. We intended for City Stalkers to have immense life regeneration, preventing players from making reasonable progress past them.
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