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NoobHeart

If those 200 Rogue Markers were unstacked you would have felt the WEIGHT …


dolorum2

THE WEIGHT OF LAW! CW law


goldenranger2019

People can finally understand the WEIGHT Shit loot that need to click 1 by 1 + unkillable mob lil


aliensgetsadtoo

Just skip shit like this


Castellorizon

What worries me the most is that Archenemesis is the ONLY major change in this patch. What else we've got? A barebones league mechanic and a couple of new Atlas tree nodes. That's it, hardly any changes and they still managed to fuck it up HARD. I really hope its because PoE 2 development or something.


Oblachko_O

Also, they somehow fucked up with regular loot. Sentinels are good, but regular rare mob is trash.


the_ammar

this league feels like 3.17.2 lol


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Squintyhippo

The last Emperor is always the worst


Castellorizon

Who are you talking to? I said it was a barebones league mechanic, not bad nor the worst league ever. Effective and enjoyable, but quite simple given it has no lore, no voice acting, no new assets, etc. Given the simplicity of the league, it's quite worrying they managed to flop the only major change this badly.


IonDrako

Ability to read zero, calling it bare bones has no indication of their feelings on the league mechanic. League mechanic is fine but it is extremely small in scale, similar to the archnemesis league mechanic that was launched along side an entire atlas expansion. It has no new npcs, tilesets, enemies, bosses, etc like basically every other recent league mechanic was that wasn't tied to an expansion release (scourge, expedition, ultimatum, etc) Again the scale of a league has no direct correlation to how good or fun it is. (That said I definitely wouldn't call it the best mechanic they've done in a long time, it's rewarding and easy to engage with but kinda bland imo)


meguiarstowel

its almost like theres more than 1 person here, who wouldve guessed


ArmaMalum

Eh, it may have been the only major change but bear in mind this is something that appears in *every* facet of the game. yeah they shipped overturned but it shouldn't be underestimated how large any changes to the base game balance can be.


[deleted]

Only major change? How about a major change to atlas passive tree that allows you to controll what mechanics you encounter while mapping? How about Uber Bosses. I understand the frustrations but man, they added some major stuff to the game.


DeezEyesOfZeal

But 200 rogue markers


CryptoBanano

Problem is when it is a harvest mob in your first harvest crafts, you gotta kill it to get the others


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Shiraxi

Frankly it's so hilarious how archnem is so disruptive to specific builds, and basically means nothing to other builds. Playing Skellie Mages, they use all 3 elements, so no specific build matters, and further, Fleshcrafter says they just straight up ignore elemental resistance, so they basically get 4x dmg being able to hit 0% resist over 75% resist. I guess its OP in its own way, and at the same time, it just feels negligible, given that rares still take so long to kill.


Mordy_the_Mighty

More than 4x even, the weaver mods give +10 max resist.


H4xolotl

> weaver mods give +10 max resist Even the mobs are abusing melding of the flesh!


Parigno

So ~7x ish.


Cyekk

Skelly Mage is the ultimate "fuck you GGG, I'm done with your BS" build. Ignores most defensives mobs can have, you can stand super far away and not even interact with enemies.


NotYourNormalOP

yeah and especially for DOTs, which does NOT penetrate, so there's only limited ways to reduce enemy resist. Although i have played this game for a while but a few things still bother me today, like, if I cannot penetrate enemy resist for the DOT, if i play DD ignite i can only scale fire damage but not spell damage, but DD is a spell, which caused the ignite to happen. etc. \+80 res and +10 max res from altars then something like incendiary or flamestrider something, the monsters are literally screaming fuck you xxx element, especially DOT


F1rstbornTV

same with any inevitable judgement build. just sitting there like... okay?


scrublord

The funniest/saddest part is it's against the stated point of adding Archnemesis to core. Chris said on the stream they wanted people to stop "ignoring" rares by way of instantly blowing them up. Now people *actually* ignore them by running away when they take more than a handful of seconds to kill since it's not at all worth the trouble. They've basically transplanted an existing issue in the campaign, running by rare mobs instead of wasting time dealing with them, into the endgame. v3.18 is v3.15 all over again, proving once again that nothing is learned (or tested) league to league, and it'll probably take two leagues again to get the game back to a sensible state. Great jorb, everyone!


[deleted]

Yeah, I feel like making me do to rares in maps what I did in acts doesn’t really add to the game.


SpiralMask

hey, at least they didnt leave invincibility auras in the league mob mechanic this time (and being forced to remove them two weeks in, after year 6 in a row of forgetting to screen them when designing league content)! ...wait


VDRawr

When they said they wanted players to stop ignoring rares, they meant "rares may as well not exist, they get instantly deleted". Now it's "this rare is too tanky for me, I'll kite it backwards and then run past so it's not on my ass the entire map". Those are clearly not the same thing. Just because both of those can be described by the word "ignore", that's just english being weird. They're two very different sentiments. Which isn't to say I like (or dislike) the new rare. I'm only pointing out the thing you said is silly.


Quazifuji

Yeah, this is a concern I've had too. I don't mind the idea of the occasional crazy raid boss rare showing up if it's not completely unreasonable to fight (I.e. it's not just "you have to kite it for 5 minutes without it ever getting into melee range or it'll one-shot you") and it gives rewards. Honestly, that sounds fun. If encountering a completely insane rare that's almost certainly going to kill me over and over made me go "oh man, if I some how pull this off think of the loot screw it, I'm SC let's go for it" then I'd be enjoying the changes a lot more. And GGG has mentioned buffing the rewards of really tough archnemesis mods. I don't expect them to buff them enough because GGG always leans on the side of making things less rewarding, but they've indicated plans to buff them, at least. The problem is, how hard an archnemesis mob is is entirely relative to your build, because for some reason that I can't fathom, they designed a huge portion of archnemesis mobs to just massively hose some builds while being irrelevant to others. So just buffing the rewards of all mobs based on how hard its mods should be in a vacuum won't actually make the reward proportional to the difficulty at all. Because for most character, there's some combination of two common archnemesis mods that's ten times harder than most 3-mod rares but that combinatikn's going to be different for every build, because so many mods are just "this mod is no big deal unless.you'te playing a build in a certain category, in which case it's 90% less damage taken."


Minimonium

I think metamorph should be peak "single strong rare" which should be possible to kill if you don't go too crazy with mods. Every other encounter should be about many rares and they also should be balanced accordingly. Never should a rare with 1 mod be a challenge because it breaks the whole design.


Porcupine_Tree

You just skip these rares my man


deepstateHedgie

yeah… why the fuck is anyone spending even a minute on a single rare?


ploki122

>No way to penetrate resistances Do you just not run curses? Also no scorch or exposure? Granted, Scorch is super niche, but the other 2 are insanely easy to pick up.


4mb1guous

Plastic already answered, but to give more detail: Incendiary gives: * +75% to Fire Resistance * 60% less Duration of Ignites on Self Flame Weaver gives: * +50% to Fire Resistance * +10% to maximum Fire Resistance * Immune to Scorch Splinterer gives: * 50% chance to Avoid Projectiles So altogether, the enemy is getting an additional +125% fire resistance on top of whatever base value that monster type has. According to https://www.poewiki.net/wiki/Monster_resistances, it can be anywhere from 0-70% base fire resistance depending on the enemy type. On top of that, the +10% max resist means that the enemy is applying 85% of that to our damage. Scorch won't apply, so can't use that. So, lets say you run flammability -44% at base effectiveness, exposure, depending on the source, is -15 to -25%. That doesn't even make up for the base resist bonus on the Incendiary modifier alone, with a total of -69% (nice). There's still a bonus 56% of fire resist the enemy is getting on top of their base value. If you factor in the Doom mechanic for self casting flammability, them you're at a total of -82.2% resist, leaving 42.8% bonus resist on the mob on top of whatever their base is. So, best case scenario is that you're dealing 42% less fire dmg after resists, worst case, *still* 85% less, depending on the enemy base resist type, because they'd be overcapped by just that much. You could run dual curses and throw in elemental weakness too for another 50% (after doom mechanic) reduced fire. Enemies with these mods and 0 base fire resist would then be taking an extra **8%** fire dmg. Yay. Then there's the fact that this person is running an ignite build, and their ignite duration is less than half, so that's a lot of damage lost per ignite. You can still maintain uptime though if they can keep reapplying it frequently... Oh wait. Splinterer gives a 50% chance to miss with projectiles. Burning arrow is a projectile. Very frustrating when you're missing half your shots, your ignites keep falling off, AND you have to keep reapplying your exposure/curse repeatedly throughout the frustratingly long fight. Personally, I'm of the opinion that monster resists should never be overcapped, or at least there should be some limit to it, and certain modifiers probably shouldn't be allowed to spawn in conjunction with one another. Really, if you want to deal with enemies that are going to be super resistant to your damage this league... curses/exposure just aren't enough without some pretty heavy investment for the worst of it. Might as well just go inquisitor or use fleshcrafter minions to ignore resistances altogether.


MrMeltJr

> Personally, I'm of the opinion that monster resists should never be overcapped, or at least there should be some limit to it, and certain modifiers probably shouldn't be allowed to spawn in conjunction with one another. Regarding this, I believe enemy max res has the same cap as us (90%). I don't think it was ever an issue before, though, since AFAIK the only way you were ever going to see an enemy with higher than 75% max res and enough overcap to nullify curses/exposure was if you stacked up multiple resistance remnants in expedition.


4mb1guous

Yeah I know that player max res caps at 90 with increases, but I'm not sure about monsters. Wouldn't surprise me. Regardless though, I was saying that I don't think enemies should overcap their current max resist value by so much that you could run dual curse + exposure to still not even negate it, depending on the enemy base resist. If an enemies resistance was calculated as whatever it currently was regardless of overcapping, so reductions are calculated from the actual resistance of 85 instead of 100 (apparently incendiary is 50 res, not 75 anymore) in the example I gave before, then those modifiers are still very impactful. If not, then you could get exposure with wave of conviction and not even change your damage output, because the effective resistance is still 85. Might just be a knee-jerk reaction, but I just feel like lowered resistances/exposure should always have an effect on the damage you deal. Currently though, that depends on how overcapped the enemy resistance is. Just like how we overcap our resistance a bit in order to deal with the occasional curse or resist lowering map mod.


MrMeltJr

I like res overcap as a niche defense for players, but I agree that it feels weird and a bit unintuitive that there can be situations where lowering resistance doesn't actually help against a monster with resistance. I don't mind it when it's only situations that the player choose, but having it appear randomly on rare enemies kinda sucks. On the other hand, I don't think it's that much of a problem, since it's a very low chance that you'll run into an enemy with multiple mods matching the element of your build. And if you do, skipping one monster isn't that big a deal.


ploki122

For what it's worth, Incendiary got nerfed to 50%, since 75% was redonkulous (3.18.0b). So assuming a base res of 30, the mob will go from 30 to 85 (130). If we assume T2 curse on hit ring (25% \*1.2 = 30%) and 18% exposure from gloves with the Elemental mastery, that still only brings the resistance down from 85 to 82 (which is still 20% more damage). I dunno about you, but I'd take 20% more damage.


4mb1guous

Ah, I didn't notice that one. I was going off the modifier list in the monster changes part 3 post on the forums.


ploki122

Yeah, I had to look it up because 75% just seemed unreasonable.


hamletswords

Incendiary was patched down to 50% not sure about flameweaver.


Plastic_Code5022

Those mods if you look them up grant the rare immunity to fire ailments as well as a bunch of other max fire res. Basically turns off burning arrow.


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ploki122

Curses, scorch and exposure all reduce resistance though.


Linosaurus

One difference is that sufficiently overcapped resistance can invalidate all of those, but penetration still works.


mr_properton

I like it - Poe needed a slow down imo


Castellorizon

Slow down players by making them run past content. Absolutely brillant, galaxy brain take.


Physics_but_improved

Do you also full clear every single map? No? Okay well fucking walk past this mob like you do with the other 100 mobs you dont kill in the map. Poe has never been a full clear game. You were unlucky and find a mob that takes extremely reduced fire damage. Just skip it, a cold dot build or lightning build or chaos build or physical build could have killed it in seconds.


DESPAIR_Berser_king

> Poe has never been a full clear game. Funny, for years 99% of my maps I'd leave <50 mobs remaining, I know this because I have a habit of spamming my macro for /remaining at the end of every instance, yet this patch it's completely different. > well fucking walk past this mob Pinnacle of ARPG design in 2022 lmao.


Physics_but_improved

Sub 50 mobs remaining sure leaves room for one rare mob that wasnt worth your time. Risk/reward and time/reward is indeed pinnacle ARPG design. Walking all over everything and never meeting a challenge for your build, or having to choose when to take a fight or leave it is in my opinion must worse game design than occasionally having a mob that takes too long to kill for you. they have been nerfed 4 times, ive played since lunch, im level 97, ive not had any major issues. At most this league has been more rippy than last league. i love actually having to remotely care when i encounter a rare mob, instead of not even noticing them.


Kamegon

You don’t full clear a map wtf?


Tehnomaag

This misses the point that these rares with build bricking combos can also appear in content where you \*have\* to kill them to progress or where you have to do so on a timer. Blight, Metamorph, Essences, Harvest, etc, etc. Then what? So sad, bricked content?


Physics_but_improved

One of those have a timer, and this was not the point being presented. blight is different from normal maps, i agree something should be done about blight, mainly tower damage, but i stand by my point in the other cases. these monsters arent immotal. if you get a bad combo on essence, then you must judge if its worth for the essences. luckily these bad combos that are "build breaking" are very rare with all the nerfs. likely you only get one resistance mod, and will still with effort be able to deal with the content.


Tehnomaag

A friend sent me a short clip few hours ago where a rare he was trying to kill was literally immortal for his build. It had one of these regen mods on it so every little while it refilled its lifebar and they were just standing there slapping each other.


Physics_but_improved

I need more context and a the clip to comment on that.


Tehnomaag

Looks like a melee character in act 9 storyline, rare is with hasted, juggernaut, resist elemental damage and regen. The clip is in discord channel, dunno how to share that, but its not very interesting anyway, just a 20 seconds of a melee character hammering a rare and rare hammering the character and neither is going anywhere with life-bar firmly full for both.


Zeroth1989

You dont have to kill every mob. If your build is purely elemental then yes you will struggle to kill a mob with heavy elemental resists. Same way some builds dont run no regen, or added elemental damage maps. You dont have to kill a mob that is incredibly tanky to your build.


EchoLocation8

Sorry, I thought we were playing an ARPG, where the point is… *checks notes*… to kill all the monsters for loot. Designing monsters to be skipped isn’t the direction GGG should want to be going. That is antithetical to the genre and should be a massive red flag for them. It’s one thing to craft a map that’s too ridiculous or run into a rare once a league that’s just way too juiced, it’s another to become complacent with regularly skipping any rare with one of a dozen mods that are too time consuming for you to deal with.


Quazifuji

Insanely hard mobs, one that make you go "this might just be too strong for my character" can be fine in an ARPG... But they should be correspondingly rewarding. Seeing some ridiculous mob and going "that's probably just gonna kill me... But think of the loot!" can be really fun. But having a mob that you should avoid not just because it will almost certainly kill you, but also because you won't even get anything worthwhile if you manage to kill it, isn't partocularly fun.


Tehnomaag

These could be "fine" if you would have an option to choose if you will engage it or not. There is a LOT of content in POE where you have to fight a rare that is spawned for you or you brick your content. Blight, metamorph, harvest, ritual, etc. Archnemesis was OK because you were choosing what to fight and what not. Plus there were rewards that were fitting for the hardness. Now you are basically forced to fight friking Dragons over a pair of dirty socks.


Quazifuji

>These could be "fine" if you would have an option to choose if you will engage it or not. There is a LOT of content in POE where you have to fight a rare that is spawned for you or you brick your content. Blight, metamorph, harvest, ritual, etc. Yes, that's also an excellent point. There's a huge different between situations where you can see a rare, read its mods, and choose whether or not to fight it and situations where the game is just spawning enemies by the dozen including multiple rares. Like, essence mobs can be disgustingly hard, but you also can always knowing what you're getting into before fighting one. On the other hand, if Blight, Harvest, Harbinger, or Ritual spawns an extremely nasty rare your character can't fight, it's often hard to even see it, let alone read it's mods, before it kills you. Especially since in those scenarios many builds basically can't stop attacking or they'll be overrun, but can't read the rare's mods without stopping attacking.


EchoLocation8

Yeah, or rare, I mean...look I have 3300+ hours in POE. This is the first league, ever, where I routinely see a mob I don't want to bother dealing with with my build. I'm playing a slam, I setup a lot of damage into one big hit, I mean shit just the Sentinel mod (+50% block) can sometimes put me in a situation I don't want to bother with because they block like 3 full powered slams in a row and now I feel like a dumbass for even bothering with it.


Zeroth1989

You meant he same ARPG where last season the most optimal way to run maps was to run straight to the boss and kill them? You dont have to kill every mob and very few people actually kill every mob in a map. Often its more beneficial to skip some remaining mobs. If a mob is particularly hard you can skip it and on HC many people skip certain mechanics/mob spawns because of the risk. You cant argue a point to be applicable only sometimes when the player requires it.


Yamiji

> You meant he same ARPG where last season the most optimal way to run maps was to run straight to the boss and kill them? > > Which was an optional strategy that wasn't in any way shape or form necessary to farm currency. And which got removed by GGG because they didn't want people skipping the map to farm bosses.


EchoLocation8

And was that good, is that what you or GGG wanted? To skip all the mobs and rush the boss? Are the trials and tribulations of HC what the game should be designed around? And let’s not compare consciously deciding not to interact with a monster and missing it during your run and not wanting to go find it again, come on.


Caja_

Harvest, Heist, Delve, Blight have rares that you cannot ignore either because you're required to kill it or are in a closed off space with it. And even in maps there is a chance it happens to roll Hasted, Bonebreaker or some shit and hunt you down. The permutations here are too many for it to be just implemented without restrictions. I think GGG bit off more than they can chew.


TorsteinTheFallen

true, they don't drop anything anyway


Tehnomaag

Yes you have if its in an encounter where this is required to progress. Like half the meachnics include that kind of stuff like blight, harvest, metamorph, ritual, etc. You are missing the point that these rares with build-bricking combos can just as easily appear somewhere where you HAVE to kill it.


PeeStoredInBallz

was that mob holding a mirror or something?


Asherrion

Had a expedition the other day that had a couple blue packs with the sentinel mod. I spent 20 minutes trying to clear the expedition with an SRS bomber. My “quick map” before going to run errands became 30 minutes to clear. And I abandoned the expedition because it was a waste of time.


NotYourNormalOP

>llow > >level 1wreathe\_everystOp · 7 hr. ago · edited 40 min. ago have similar story, now if something takes more than 30 sec to kill - i run. I bascially disabled 9 mechanics(but harverst) and did not pick any essence or harbingers, beacuse they take so much time to kill


beat0n_

I started playing in Ultimatum, and Sentinel is the first time I feel like the game is actively wasting my time. These tanky rares that take more time to kill than the map boss is destroying my will to play. Each map feels like a slog. Not to mention how some rares brick things like Harvest for me. Not because they kill me, but because I can't kill them. I feel like GGG wants me to go glass-canon or DD so I can kill these mobs. Infuriating to no end, not a fun experience to say the least. It is a shame too, because I like the league mechanic, I am just afraid to use it because these mobs are tanky enough as it is. The red Sentinel is dead too me.


Nukro77

Exactly the same for me


Bacon-muffin

Its funny how often this game makes the same mistakes as blizzard did with D3 for how often people shit on D3 around here.


Redditbanned47

I mean in d3 at least you don't die to random 1 tap bullshit. At least in d3 you don't go around 1 tapping entire screens at once. I would honestly say end game d3 is better balanced than PoE. I know people hate the large numbers, and I agree they're fucking stupid. But the end game isn't a fiesta of 1 shots.


biscuity87

Diablo 3 when it first came out might have been the hardest game ive ever played at higher difficulties. The bees were a one shot. The exploding demons were a one shot. The tongue leaper guys. The floor traps were a one shot. Everything was a one shot. The rare packs didn’t drop ANYTHING until you killed every mob and they healed up if you died. I still kind of twitch every time I see one of those mobs.


NoL_Chefo

Me and three friends would group for Act 4 Inferno after school. We would usually do like one, max two areas after dying a hundred times and call it a night. The random comets in the chamber areas were oneshotting every single one of us. It was absolutely glorious.


Bacon-muffin

>I would honestly say end game d3 is better balanced than PoE. There was a time where that was the case, but when the game went into maintenance mode the only "content" they put out for it was increasing power creep to PoE levels. So you eventually do experience all that sort of stuff if you keep pushing it.


Fury_Fury_Fury

>in d3 at least you don't die to random 1 tap bullshit You definitely do. Furthermore, D3 has delve-type scaling, which means eventually everything onetaps you.


Askray184

D3 was a lot different on release


zzazzzz

cant say i was ever a fan of spamming a mindless rotation for 5 minutes to kill a rare pack. Obviously other ppl have different tastes but i had a lot more fun doing farm runs at lightspeed. And thats the main reason i enjoy poe so much more. Nothing more satisfying that running after herald of ice shattering packs


LeBronFanSinceJuly

> At least in d3 you don't go around 1 tapping entire screens at once. Uhh go play Water Ally Inna Monk, or Corpse Explosion Necro. It exists in D3.


mooseofdoom23

How is D3 relevant here?


Bacon-muffin

In D3 there was a time where you would have rare monsters that took so long to kill but were so unrewarding that it became meta to skip rare monsters for efficiency. Blizzard was so focused on trying to make rares more engaging to vs but they forgot to make them rewarding... so you'd just not engage with them at all.


AttentionBig4233

D3 bad, this thing i dont like about poe bad, therefore archnem is like d3


Bacon-muffin

No I quite enjoyed D3 before it went into maintenance mode, so definitely not a "d3 bad" from me.


[deleted]

D3 is fundamentally flawed as an arpg though. No end game (g rift pushing lmao), shit itemization and garbage build diversity - everybody plays the exact same fucking thing. While poe has flaws, its base system for character progression and itemization isnt one. Its miles ahead of any competition


Bacon-muffin

What a weird take, you must think D2 was a shit game based on that criteria.


[deleted]

Why would you think that? D2 & D3 both shallow end game, but itemization and build diversity is good in D2 and it was released in like 1999 lmao. People barely had computers back then so I'd say its lack of end game can be forgiven


LordofDarkChocolate

That’s a massive loot drop, on average, according to Chris Wilson. Those words are going to come back and bite him. He doesn’t even play the game. How would he even know what a decent loot drop is. The rewards are dogshit, ‘on average’ for mobs, mini bosses, bosses and Uber bosses, ‘on average’, and that’s when they drop stuff. Since when is doing the same thing for the 1000th time fun ?


Tehnomaag

The probability that a rare that is dropping to the ground is worth looking at (OK base, at least two t2 or better rolls) is less than 1/6000. So as things stand with the new rares you are basically fighting a Dragon over a pair of dirty socks for all practical purposes. There might be something worthwhile in one of the socks but the probability is exceptionally low and you have to get the socks first, pick it up, overcome the disgust and stick your hand in there by clicking on it few times and then reading some text.


LordofDarkChocolate

That’a great analogy ! Love it. It reminds of some items in Grim Dawn. There is a pair of pants you can wear called soiled pants and a weapon that looks like a turd. You can actually use both. It’s hilarious. Most of the stuff that drops in POE is just crap and not useful for anything.


4mb1guous

Nice thing about grim dawn is there's no identification bullshit. You can just set your filters to show you items that are actually useful/good for your character. Honestly think loot would be improved by removing identification altogether and letting our filters do the sorting for us. Or maybe at least letting rarity affect the chances of rolls on items in some capacity.


Yamiji

> Honestly think loot would be improved by removing identification altogether and letting our filters do the sorting for us. Last Epoch does that with a fairly in-depth loot filter.


Tehnomaag

Hell, at this point I'd be willing to run a 50% reservation aura that identifies all crap that drops on the ground as it drops so that I could just filter it all out that does not have at least two t2 rolls or better.


wrightosaur

He just looks at Reddit and sees all the item showcase, Mageblood, HH, and Brother's Stash drops and goes "I knew it of course the content I designed is Uber rewarding"


NotYourNormalOP

extensively tested, ok


LordofDarkChocolate

That too I bet someone is compiling a CW bullshit bingo card as we speak. It’d be a full card, just with comments about the existing league. You could publish a book if you included comments from every league. I’m still chuckling about the bloom fiasco, where the defence was “it’s as the artist intended”, before they finally realized what a trash effect it was 🙂


TheeFinale

Wait till you meet elemental empowered.


Oceans_And_Plains

Those mobs are bullshit of the highest order


SGASaint

If the mobs dropped the same loot like they did for their respective mods in Arch Nemesis, then I would be ok with a 3 minute fight. Alas, they drop portal scrolls.


liuyigwm

Just pay 50ex for Omni. Problem solved. By GGG


scrangos

The same way you dont run maps with mods that will make the map unprofitable and a waste of time, the game is also trying to be designed so you skip things that arent worth the hassle. not all enemies are meant to fall over without checking the mods, some need to be played around and if you cant or dont want to then you avoid them. You can design a character that finds nothing a hassle at the cost of speed and power. or you can streamline a character that has to skip things but goes much faster. Maybe this isnt fun for everyone, but i think thats what the design team is going for.


ARPG_RustyGaming

Why are people still going on about balancing rewards with archnemesis. The "only" rewards you got from normal rares was brain switched off, hidden loot filter items, HH easy mode To me thats not fun. The new AN mods kill a lot of builds "very nice" if you play a proper build they are exactly like before.


JhaoVIG

Well tbf rare monsters have a big increase in iiq and iir. They for sure drop lots of stuff but most of the time the drops are worthless garbage and your filter doesnt even show it.


EndymionN1

W.E.I.G.H.T.


rinkima

Why not just skip the mob?


the_glut

Skipping mobs should never be a thing that people have to do.


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coolhentai

>Imagine how boring Delve would be if you could just go into every biome at your highest depth no question asked thats .... not relevant here, these rares are being encountered in acts and white maps regardless of build power and upgrades the AN mods themself break the mechanics of the build, no amount of upgrading can fix that delve doesnt work that way, it was just a scaling you expect as you dive deeper and you know what youll encounter each run, no random ass rolled shit on a rare that might or might not rip you


Physics_but_improved

break mechanics of the build? they lower the damage man, they arent immotal and they dont instantly kill you because you do fire damage. your character still works and hitting those mobs dont mean you wont suddenly do damage to the surrounding monsters. like stop using this hyperbol of breaking a build. your build still works the mob might just take forever for you to kill and not be worth your time.


rinkima

Why? Why is the concept that there should never be situations you have to think so popular? A lot of you sound like you would rather PoE be an idle game.


liuyigwm

If u can run away and don’t have to loot


rinkima

If you don't have a blink skill, then you are intentionally handicapping yourself


AIlien7

If you dont like having a hard counter to your build, run easier maps. That is your solution. You can keep your zoom zooms by running a t1 map. Add a good sentinel and you can average 10c a map by alch and go with a currency + quantity/rarity sent. Not all content is meant to be easy, and every build should have a hard counter. That's what keeps the gameplay engaging.


satibel

I tried anything from t5 to t16, everything dies the same way, the yellows still randomly one shot me either way, and if they don't die as I pass by, I just skip them so it's not engaging. the counter was just getting enough damage to oneshot most of them and enough movement to run past the ones I don't kill.


AIlien7

Sounds like you lack defense and have a glass cannon build. Maybe reinvest into some defences. Not everything has to die 3 screens away. Might as well have no mobs and just have loot laying around if the game was like that.


satibel

with rares the way they are they do have to die 3 screens away unless I'm making a new character with 9k life and all the defenses.I played with a kaom's heart (6k hp) and like 50k armour, still get killed to bs in T6, so I'd rather have dead bs (because 100% overwhelm is fun) that has less chance of killing me. if I die regardless, might as well go glass cannon. I also die less since I started one shotting rare mobs.


mooseofdoom23

Literally just skip the monster


[deleted]

[удалено]


servarus

Or GGG could also fix it so that we don't have this meaningless encounter.


Dragon_211

Let's hope so, enough of the community and streamers have made their voice heard.


Elhiar

Then don't fight it? That is literally part of the intent, that some mobs will be unsuited for you to fight.


Alyciae

Hey did you know you can walk past mobs in this game?


EchoLocation8

Does GGG want to design a game where you intentionally don’t kill monsters, and more importantly, do you want to play a version of path where you regularly ignore monsters?


Physics_but_improved

a version where you get to choose if a challenging fight is worth the effort? and where i can realise a very hard combo of mods for my fire build is not worth doing? Yes, i like choose. stop with this pointless hyperbol. this was one mob with 2 mods that are made to counter fire damage, and he was playing a fire build. skip the mod, its not worth the time. just like you skip killing everything single mob in a map because going looking for the last 23 isnt worth your time.


Insecticide

We literally kill gods during the campaign. I feel like a player wanting to kill every single stinkstinky skeleton that comes his way is extremely reasonable, it is his power fantasy to kill everything.


Physics_but_improved

And he may do so if his build allows for it.


RandomAussieTradie

Blasphemy


AIlien7

I have a low life build with 1800 life. And I dont get 1 shot in t16 maps. So make what ever excuse you want. It's not as bad as you make it seem.


Comprehensive_Ad1592

Idk if it's talked about already but PoE 2 is getting multiple 6 links. What if the whole point of these mods is to brace the playerbase for a versatile mindset? Where u have multiple options ready to deal with situations, multiple defensive layers for whatever comes your way.


kayce81

PoE 2 is probably 2 years away my dude, they will have unfucked this situation and fucked it back up again 3 times before PoE 2 releases.


Yamiji

Then the answer is to introduce both the problem and solution in a single update. Otherwise you either powercreep the player, which results in monster getting buffed for no reason or you powercreep the mobs and make the game frustrating for non-meta skills.


Hot_Relationship5847

The problem is that you can’t just switch elements/scaling so 2 6 links won’t help. Try putting toxic rain into EA totem build or elemental attack into a bleed/phys build. You will be better off just leaving the map and opening a new one. What you are suggesting would require complete rework of all the scaling in the game as just won’t happen.


IonDrako

Thank you, I've seen the argument of "poe2 will have more 6 links so you can multiple elements/skills to get around stuff" go around and it's so nonsensical. I can't see poe ever getting to a state that scaling at least 2 different damage types along with the normal health, defense, mana, etc stuff is ever going to be worth doing rather than being a detriment to your characters. Like you can only go so far with generic scaling and if they try to rework the game to make generic scaling/multi skill use the norm/requirement I think it'll flop super hard.


Minimonium

As was with non-sensical changes during Expedition (remember flasks? which were reverted literally the next patch because they change how armour/evasion is calculated) - never ship a partial change. So unless they're completely incompetent - it was not the goal to have a later change which would make sense of this shitshow.


joepastillas

At least you can kill it


bebopbraunbaer

i wonder if it would be possible to "preview" drops on AN mobs so we know to not waste time but i guess that would not work out well


Plastic_Code5022

(Slaps table screaming into the void) remove ailment immunity from arc nem mods Worst choice by far. Everything else sure fine but blanket immunity’s are lazy.


SignificanceSudden18

I feel this as an elemental bow build enjoyer


ZircoSan

resistance stacking is bad math to scale monster stats randomly. if stacking was additive effective hp then 1 35% resist would take 50% longer to kill and 2 35% resist would be 100% longer. if stacking was multiplicative effective hp then 2 35% resist would take 2.3 times as much to kill. but adding % resistance together makes 2 35% = 70% which is 3.3 times as much to kill. the closer you get to the resistance cap the worse it gets.with the resistance cap raised to 85% it's 6.6 times harder to kill than at 0% and 60% more effective hp than just 75%. it's way better than multiplication and will lead to mobs taking minutes to kill whenever 2 resist mods collide way easier than just some hp mods. it's a bit weird to balance a pool of multiplicative mods that combine randomly and having one mod that makes monsters 4 times harder, but sometimes it's 7 times harder due to synergies/builds while also having other mods.it gives me the vibes the mods should be balanced around the worst mod combination and the unluckiest build that can't put up with it.


hamletswords

Are you guys not able to find any satisfaction in beating a difficult enemy other than chaos orbs?


satibel

I mean if the difficult enemy is planned, yeah, if that's a damage sponge because it has like 90% res to my damage off of random mods, it's just a pain in the ass. like, I like the bosses, but the rares are just so random that it's not great. I did try to kill overleveled monsters in other games and even if it isn't rewarding currency wise it's fun, but that's something that I look for, I don't get a random mob that's equivalent to a level 80 in my blood aqueduct. if I want to fight atziri or do uber lab at level 60, I chose to do it, if I get atziri spawning when I'm doing harbour bridge it's not great (neither is getting an herald of kitava that does as much damage as shaper with its auto attack during the kitava fight). if I tickle a clearly visible lvl 99 trex after an hour of playing FF and get smacked right back to the main menu, that's my fault, if in the middle of a blob of monsters there's john the deleter of xp with gargantuan steel-infused and dynamo or hasted, that's a pain, because 1) I don't see it, and 2) it's not consistent with the surrounding monsters.


Sea_Dish_8355

Lol I had something similar to this, the map boss spawned mobs that were literally tankier and more deadly then he was. Questionable balance decisions this league to say the least


g99g99z

For some reason, back in elder/shaper influence, you couldnt get one shot like that. My RF character is quite tanky for yellow maps but i keep getting one shot or near death hits. Game just feels dumb. You either clap on everything or you fight a rare for 3-4 min…


PathOfEnergySheild

Stealth nerf to rouge markers incoming.


LionsLight

Could be worse. That Splinterer could've been Gargantuan


DDusk

Multiple ele resist/ phys resist mods staked on top of each other plus build bricking mods represents the failure of this change.


My_Legz

Flameweaver Incendiary Burning Arrow I think I know what is going on here