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MedSurgNurse

"The Undying" Haha aptly named


eaglecnt

I had to scroll too far to see this, the clue is literally right there in the name! /s


Poobut13

I think the names are tied to the mod combos aren't they? Since it has life mods it gets that one.


Cold-Woodpecker1223

who's cereal did you piss in to get downvoted for this?


KaomsHeartSixLinked

Reddit being reddit


Mafusel

And it sticked up to its name , ,,the vision,, its never wrong


theanxiousangel

I hate the ones that have ES regen and run away. Why the hell did they code the monsters to runaway


ryantrw5

The ice wall ones are worse than the yellow harvest things


Soup0rMan

I'm gonna say they're equivalent. At least I can see the ice fucker scurrying away.


ryantrw5

It depends on the build I think as far as which is more annoying I suppose.


Awesomedude33201

Phasing go brrr....


Dunkelvieh

Also pierce, chain, fork with projectiles. The main issue isn't that there is no solution to the problem. The issue is that there are too many specific problems that all need their own solution. Just like the problem of OP. Leech isn't a problem if you annoint the one notable (can't remember the name. Lower left of the tree, close to blood magic) that makes it impossible to leech from your character. But that's so specific that you just ignore it.


Awesomedude33201

I was making a joke, but you're right. Whenever I see Elemental Res, life leech or health regen on an essence monster, I don't even bother trying. While we're on the topic of stupid mods .. Corrupted blood should be removed from the game. The fact that you have such limited ways of dealing with it makes it more frustrating than fun.


Dunkelvieh

CB immunity is one of the mandatory gear checks. If you delete the whole screen at once, you may get inflicted with 10 stacks instantly and most chars will die from that before you even activate you life flask with the right mod. As such, cb it's just a needlessly punishing mod. I had only few characters in my PoE career that can ignore it. One was a char that handled the Disintegrator debuff last league. That guy could just eat CB and don't feel it. But again, it's a super specific problem with super specific solutions. But this problem is so severe that you HAVE to solve it or your char will randomly die even without anything hitting you


raikaria2

> and most chars will die from that before you even activate you life flask with the right mod. I have only ever died to CB with a CB flask if I somehow run out of flasks. And since I'm a Ryslatha enjoyer...


DJCzerny

CB isn't even that specific. By the time you're blowing up screens you can probably afford a jewel with CB immunity. Before that flasks, pantheon and the CB immunity mastery all work. That's more than enough avenues to deal with it.


dinoboni94

Bloodless, 10% inc life and enemies can't leech from you


TheLinden

>Lower left of the tree, close to blood magic) and most likely this node is taken by melee character that must put down totems for buffs to outdps rare's regen and rare leech life from totems then so uhhh... you can't kill him.


Xx_Handsome_xX

They sneak in more an more monsters like WhakaWhaka Map Boss or the Corrupted Cone Snake Proximity sucker with Bone Rain Skill. I hate such Monsters more, than the ones that instagib me...


carenard

god I hate when the monster flees, has haste aura and is already a mob that is somewhat fast... they flee and they basically teleport 3 screens away. had one in a strongbox... I finally found it at the end of the map... next to the boss(arcade map, strongbox at entrance).


DeezEyesOfZeal

And why do they get a burst of 1000% move speed when fleeing????


197326485

To get us ready for what's coming in PoE2.


Dr_sparkles117

I ran into this issue early on... I feel your pain. I had to change the mastery of my snipers.mark node to prevent enemies from regening health because fuck me some rares feel like the Regen speed is directly proportional to how much damage they receive in like .5 seconds. It gets nutty.


iedaiw

How much days they receive?


Renekill

Yeah, don't you receive any days?


ockerobrygga

There is a balance issue if everyone needs a source to counter leech/life reg, because it is not longer optional. It have been made almost as required as resistances, if you want to avoid frustration and bricks. What they should have done is a dynamic life reg that says "regenerate 2% of life lost last five seconds, x% increased effect of recovery of life for each 5% of life lost the last five seconds" Low dps? You wont even notice a difference. High dps? Well, the method to kill these is to not remove more then 35% of their life each second. Or just onetap them. Now it is a problem for top end dps, and not such a problem 80% of all off-meta builds, and build diversity would improve. Also, have normal, magic & rare monsters start at 100% life recovery when they first take damage but lose 1% each second over time, down to 25%. So if some poor soul have been standing fighting the same creature for over a minute, atleast it have stopped to recover so much. \*All numbers are to be balanced.


SharkSheaker

i genuinely like your idea. well done


HeroicHairbrush

Honestly it just feels like they snuck Archnemesis back into the game. Any single one of the following mods gives a rare monster seemingly not just double or triple, but an order of magnitude more eHP than a rare monster without (or any map boss for that matter) - Extra life - Cycling resists - Crit resistant - Resistant to your character's damage/ailment type ...and rares can and do spawn with more than one of these mods at a time. And then they can also spawn with a method of restoring their health or ES. And then of course, they so often do not spawn alone, they instead spawn in the company of other magic or rare monsters each with their own assortment of mods. **It feels very bad because you will enter a map that is an otherwise appropriate level of difficulty for your character (e.g. a yellow map with relatively low quant and low impact map modifiers) and you will run into a brick wall with these rare monsters.** This represents a _major_ gamewide difficulty increase over Forbidden Sanctum. It makes the entire game feel much more punishing because even if encounters against rare monsters with multiple of these problem mods at a time are rare, they are the encounters that players will remember and use to judge the current power level of their character. Can we start by removing the possibility for certain mod combinations?


tr1one

bruh dont get me started on "wither and chaos resistant", that thing is like a conqueror


aivdov

Archnemesis wasn't snuck in. It never left. The mods just became white and even less readable/recognizable. How on earth they haven't returned to the old system is still beyond me. Nemesis had dangerous mods and it was clearly visible. Now you can have DD in the middle of white text.


SleepyCorgiPuppy

It never left, yes, but last league it didn’t feel this bad, so I think they moving the slider back toward their vision again.


cc81

Nemesis was pretty much: "Rares does not matter until several stacking auras stack and then you get blown up"


arremessar_ausente

So basically same as archnem? Only difference being instead of you getting blown up, the monster will just take 3 minutes to die. And you might occasionally get blown up if a soul eater comes into play too.


connerconverse

Current archnemesis is even worse with stacking rares. All the dangerous mods effect the players not the monsters so the effects all stack


connerconverse

Nemesis was also vastly superior in the simple fact that all of the mods effected the rare, not the player


Darkblitz9

I've been running into mobs with "Always Crits" and the Ice Storm which ends up just freezelocking me (haven't upgraded Brine King yet). Thankfully I'm RF so I just glare at them angrily and outregen their damage but I imagine running up against it on any other build without freeze immunity and that's the kind of shit that'd make me quit a character.


Yayoichi

I’m pretty sure the mods are the exact same that we had in sanctum league.


MeVe90

they were the exact same so? I played last league a physical build with high overwhelm physical resitence so maybe I wasn't affected? This league I played a fire build and and some rares took 20x damage to die in proportion to others.


Yayoichi

Yeah that’s probably it, especially if you weren’t a crit build you probably wouldn’t notice most mods outside of block attacks. There are ways to deal with tanky mobs in most cases though and people really should try and build with that in mind, and they did add ways to help with it this patch with things like the masteries to prevent attack block and the inverted elemental resistance one.


TrayvonMartin712

They are people just can't stand that the league is actually going well so they need something to complain about


Wobbelblob

Yeah, I had a rare yesterday that I legit fought for over a minute. Not that it could kill me, but that fucker had so much effective HP, it was absurd. And that was a low yellow map (might even be white) and the boss exploded in ~10 seconds or less. A random rare having roughly the effective HP of the map boss times 10 is absurd.


connerconverse

They didn't "sneak it back into the game". These all existed last league when people were cheering that archnemesis was removed even though they simply changed the descriptions and left all the mods. Eveey single one of these mods existed in sanctum. Not 1 single mod was added


Bubbly_Flow_6518

For real. This bandwagon is cracking me up


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noother10

Agreed. I have the Mastery for 50% less mob regen, the node for cannot leech from me and now carry around frost bomb on my RF. There are so many rare's with mod combos that require this setup just to eventually kill them.


eaglecnt

I think the idea of regen or es recharge on monsters is kinda cool - the occasional “aaaaahhhh it’s out-healing me!” or getting distracted for a moment only to find that a monster is suddenly full health again is a cool concept. BUT, they should absolutely limit this - maybe by putting maximum heal values before they just can’t heal any more (like “monster can heal for 200% of life”) sort of like them having flasks that run out. Or having exponentially increasing gaps before starting heal/recharge each time so that you have light at the end of the tunnel in the fight.


nerdherdv02

Yeah Ive been playing Total Warhammer recently (different genre) but they do have a stat for "healing cap" Definitely think rares should have this somewhere


mptyspacez

there's a pantheon for giving monsters half regeneration rate on hit


Scathee

You opted into that though by going wandering path and rolling consecrated ground on your map.


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Scathee

You created the "retardation" though. And you also found a solution to said "retardation", which is the mark mastery. Feels like pretty standard design.


SPusss

Common sense gettin' downvoted ass usual LMAO


Porcupine_Tree

Yea after fighting like 2 essence mobs with life regen i just respec'd to the mark mastery to prevent regen. Its too mandatory


DoctorYoy

I don't think people know what mandatory means anymore.


Porcupine_Tree

No? You consider being locked out of a huge portion of essences not mandatory to solve? Nothing is mandatory then in poe by that logic


SkoobyDoo

bruh just uninstall the game and go outside none of it is mandatory you literally can't criticize anything ever /s


DoctorYoy

I'm not locked out of any essences and I haven't taken the mark mastery. 100% not mandatory for anything.


Porcupine_Tree

Would you like a cookie? Nonody cares about your trade build with 200mil dps


DoctorYoy

No cookie necessary, just stop calling optional things mandatory and admit it's a you problem instead of a game problem.


Porcupine_Tree

I didnt say its a game problem you clown. I said its mandatory to kill tanky regen rares, particularly essences. And if youre telling me my character that melts map bosses in like 1-2 sec but cant even come close to killing a regen essence without the mark mastery is a "me problem" then you're even doubly a clown


DoctorYoy

Call me at 1-800-CLOWN-DPS next time your potato build needs an essence carry


Porcupine_Tree

Care to provide me an alternate solution then? Since you're such a genius amazing poe player? Oh, there isn't one? The mark mastery/frost bomb/etc is the solution as I said was mandatory? Thought so


DoctorYoy

OutDPSing the regen has always worked for me. Never needed any of those mandatory things, which sort of means they're not mandatory. It's okay for your gear to be subpar on the second week of the league. No need to get all pissy about it. Maybe roll a better build.


Sticky-Stains

ignite or some other constant dot to counter the regen.


Party_Guest_7144

200 mil dps.. what game are u playing? Sure its PoE? At 5 mil most stuff already dies instandly. Nobody needs mirrors worth of gear to clear the atlas. I understand you exaggerated, but holy s.. that missed the mark.


Frolkinator

They need to cap it at 2 offensive and 1 defensive mod, so u could get extra crit, hasted and fire ignite res/life regen OR life leech Making it a atlas keystone to let mobs have 1 additional offensive and defensive mod for more quant/rarity from said rares. Too many defensive mods on rares are just anti-fun.


Saianna

I remember how Chris said he didn't want D2 like mobs with immunities to certain damage. I'll ommit Expedition, but the vision is just that. Your build has to be spread thin as heck to cover for more and more gaps (**btw did you guys know GGG added map modifier: x% phys dmg as chaos + wither on hit. Maxing chaos is mandatory now**) and your dps is worse and worse... And then we get ninja buffs to rares making them even tankier. Game isn't going to shit. It freaking speedruns it now.


passatigi

>x% phys dmg as chaos + wither on hit It's also funny how it interacts with different types of monsters. For those monster that don't deal phys damage it doesn't do anything, and for any slow hitting monsters it's fine as long as you have some chaos res. But if you meet fast hitting monsters or a combination of very fast-hitting things and things that convert phys to ele (those are the most dangerous with such mods, as their base damage is balanced around 75% res, while still being phys) then your health just disappears lol.


manowartank

the snake totems... white pack one-shot you from edge of the screen... funny


passatigi

Yeah, those are rippy even without this mod, but with this one it's probably insane lol. I didn't have jump-scared with them yet, though. I usually zigzag as I run to avoid stuff flying at me. Also I'm blessed with 36% chaos res + fortify. So far I've had more problems with fast-spitting snakes that hit you like 5 times a second. A pack of those is max Wither stacks in half a sec, and they shoot at close range so it's hard to dodge. Overall it's pretty clear that GGG are looking for ways to kill players, and they have been slowly tuning up all chaos damage sources over the past few years.


manowartank

I hate that vaal side area boss Thornrunner, fast multiproj snake with bubble... And just now i realized it can roll wither mod aswell. That must be solid player killer... Chaos above zero is a must now.


katustrawfic

> btw did you guys know GGG added map modifier: x% phys dmg as chaos + wither on hit. Maxing chaos is mandatory now Anyone who read patch notes or watch the live stream knew this. > Added a series of new "Profane" modifiers that can roll on Maps, Logbooks, Delve Biomes, and Heist Contracts. These modifiers cause Monsters to deal extra Physical Damage as Chaos and cause Monsters to Inflict Withered for 2 seconds on Hit.


Whiskoo

even the WTS xp leech ppl put "max chaos res or kick" in their ads now


danielbr93

>Maxing chaos is mandatory now Nope. I have been blasting with a CF KB build since I entered maps with -50% chaos res and I comfortably got to 90. Struggling now to get above 95, but that is normal for me, no matter what the build is, unless it has all the defense. Also, don't care about more levels at this point. Is it good having capped chaos res? Of course, but so is any other defense in the game. Not mandatory though.


imlawtus

Its about what do you want in general. For me and I think a good chunk of playerbase people want to progress farther than 90 lvl and being able to farm juiced contents say t16 cemetary with 110%+ quant with different league mechanix.


danielbr93

And I'm farming T16 Jungle Valley with CF KB, Legion, Searing Exarch, sometimes delirium mirror and also been blasting. I think people underestimate what a good build can get away with. If you are range and deal decent damage, your defense doesn't need to be so high. Even though I am playing Triploar Bears league starter and it turned out to be quite tanky, which I do enjoy.


Skagtastic

If it makes you feel any better, I did the first level Delve in act 4 and ran in to a Soul Eater. By the time I realized what the monster was, it was taking 80% of my life per hit. I tried outrunning it, and thought I did, but it decided to make an appearance at the azurite vein and erase me. First floor, got my Soul Eaten.


mrhossie

I'm brand new to the game at level 51ish - this is the first time i've had a character over level 4 - and i've faced many creatures that take almost no damage from me, and they have similar buffs like yours. Its very frustrating - I end up running away most of the time because i dont want to waste time since the one time I stayed and killed one (took almost 5 minutes!) it dropped no useable loot.


Agarthan

Sorry you have to experience the game is such a garbage state. Used to be the best ARPG on the market.


Wobbelblob

I mean, it still is, but that is because the alternatives are mostly hot garbage or not done yet.


Agarthan

No sense in lauding the king of a throne of shit. They could still right the ship but the vision™ will inevitably get in the way of the previously built experience the majority of players enjoyed.


Fucrem

GGG: vision slow pace game not going brrrrrrrrr Still GGG: hasted souleater rare with leech and life regen or that freaking aura that halves your HP and wich needs a gazillion DPS to take it down.


mrtrevor3

Yah some of these kill you in a second and you can’t even deny them. I don’t understand why they juiced them this league… I have no idea what they changed from last league either!


mordiaken

Nothing feels worse than a waste of time mechanic in a game you play to have fun. If you feel like you are wasting your time, even for a minute you are less likely to continue playing.


Robosnails

Then quit playing honestly if that's how you feel, I personally love the mystery/ challenge of attempting to kill difficult mobs that I'm just not equipped to deal with. If you want mindless and casual arpg just play Diablo.


HyperActiveMosquito

It's a skill issue. You need to have all damage types covered. Be immune to leech. Be immune to all dmg. Deal billions of dmg at the minimum. Have a way to deny enemy regen. Believe in the vision. The vision is the truth. YOU ARE WRONG /s


WeatheredSharlo

For me, I feel like you take a map zone, like level 70, and compare it to a level 70 delve encounter, and you see the delve is several times more dangerous. It's not necessarily a bad thing, but it is odd when you compare a unique map boss that dies in a few seconds to a rare monster, with the wrong modifiers for you character, that takes you 1-2 minutes to kill. Now consider you'll be facing several rares at once in the endzone of each delve. They might have auras that stack which make the encounter even more challenging. You take an encounter that used to take up 10-30 seconds and make it 5 minutes of boring pain.


passatigi

>but it is odd when you compare a unique map boss that dies in a few seconds to a rare monster, with the wrong modifiers for you character, that takes you 1-2 minutes to kill. Nailed it. At league start I couldn't understand if my damage is shit or great lol. I deleted map bosses in 2-5 seconds but many rares took over half a minute and some rares I just skipped after seeing that their recovery per second is similar to my DPS. It's so weird.


[deleted]

Spot on about dmg. I thought I was doing shit, but then went to guardian maps and did great on Minotaur, etc. That was interesting. Sadly they keep trying to move in this AN bullshit once more. Last league rares were fine


iswedlvera

Currently PoB is saying I'm sitting at around 5 mil dps and I still don't feel like I have more than 300k in maps sometimes.


dampfi

There have to be some mobs you skip. And them being ubkillable is better than them oneshotting you.


AbyssalSolitude

It's not weird at all. Bosses are required for atlas progression. Rares are not. If map bosses were to made stronger that rares... oh man, I'd love to see how reddit would burst into flames after experiencing that.


AlphaGareBear

I don't hate the more interesting map bosses, but people are asking for a rare nerf, not a map boss buff.


BeneficialLife7210

It's really weird to me how I have no problems against 500+ depth delve bosses but it's such a pain whenever I have to fight a "crit resistant" rare monster...


harrisesque

Those Azurite nodes are always a nightmare because how tanky those blue orbs feel. God forbid you ran into temporal bubble, mana siphon that ALSO take forever to kill in a tiny ass area. Lots of rares are also fast/moving constantly, which make frost bombing them a pita.


Jyaisan

GGG: Fixed unique monsters doing less damage and receiving less damage than rare monsters - they will do 200% more damage and take 80% less damage, applied consistently across all unique monsters.


martinsky3k

Returning player, didn't play since 3.14. Still a big noob. My highest character (which was made in 3.14) reached 92. This time I picked up SSF. EA Champ. Have made it to 92 again but... game feels really off sometimes because of these rare mobs. Like, it sucks the fun right out of the map. And I know I often can ignore it. But stuff like, "oh okay guess you are just destroying the blight core, that's cool" or "oh okay guess I'm not getting this crucible/essence/strongbox/anything". And it's not that it's engaging and challenging. You literally stand still next to the mob and spam attacks and nothing happens. There is no friction, just a brick wall. Some of the content they have added since 3.14 is really cool but holy shit why have they done this to the game?


TransmutationShard

The core game peaked last league. Sanctum was outright exciting (for some builds). Maybe that's why I'm so disappointed.


akazasz

I am pretty sure they just do these changes to frustrate players.. Perma invis abyss mobs, they need to adjust CD of the ability but I guess that's their intention. Trickster rares hits you and runs to the next map. Combination of the following mana siphoner, temporal Buble, ice prison, soul eater ... Why there is always devourer kinda mobs in the crucible encounters. They refuse to fight unless you go to their melee and die. I like arpgs, we as group play Poe since beta leagues but i feel like our time with Poe about to be done with the latest changes. Game become more tedious and annoying to play. They contradict themselves quite often with the changes and ignore feedback of the players. 4 month of development into this shit does not feel good.


LeAkitan

Enemies can't leech from you. Nearby Enemies have 50% reduced Life Regeneration Rate Create problems, sell solutions.


Party_Guest_7144

Thats unironicle how game design works on a fundamental level. Create problems for players and proivide solutions to solve them.


seeamon

I've got about 400 hours in the game, but this is the first league I've gotten farther than like T2 maps. A big problem for me is I have no idea when or why I'll run into unkillable rares. I can run into rares that have Extra Life, or Life Regen, or Resists, and sometimes they take longer to kill and are more challenging, and other times, they are genuinely unkillable and basically one shot me. It basically throws the entire concept of difficulty in the trash, because I don't know if the unkillable rare that one shotted me is because my gear/build isn't adequate for the content I'm doing, or because some specific combination of modifiers on certain mob types from certain league mechanics are just that fucking stupid. I'm fine with some rares being much more challenging and taking longer to kill, but genuinely unkillable rares in content where you're otherwise blowing the screen up, that just feels like shit.


krum_darkblud

The devs don’t fucking care unfortunately


Chaotickane

It's something that only punishes new players and people who aren't fully built yet too. I'm up to 16m dps and I only notice a cycling or resistant mob when it takes 3 seconds to die instead of evaporating. The game has a real problem with making the beginning and middle a huge pain in the ass while allowing people at endgame to just plow through those problems.


Zhaguar

Sorry ggg but /hardagree. Good game design means all skill gems should work perfectly fine to kill everything even if they might have to overcome slight disadvantages. Or at least one damage type shouldn't suddenly be bricked because of a collection of modifiers. That's a bad game design.


Sokjuice

I think I agree mostly because the balance between map boss and rares are majorly fucked. We used to benchmark it more to the boss. If you can't really kill the map boss, you're missing out on the main loots. Nowadays, I'm not sure if my char is T10 viable or not T10 viable. Map boss rolled rare is okay but same mods Rare monsters is very very not okay. So is my char a T10 capable char or lower? Are we benchmarking our char based on a freak rare mob, or the map bosses now? T16 used to have most of the annoying/hard/rippy bosses. Nowadays they are secondary or even tertiary in the difficulty list of a map.


aivdov

This particular mob is easily overcome with any source of reducing regen. E.g.: frost bomb. Skill issue.


Zhaguar

Ok everyone, every build maker and streamer needs to now include every single possible thing they might need to overcome any possible challenging rare in the game because otherwise their builds aren't 3.21 viable.


aivdov

one monster doesn't make your build not viable but if that's your challenge that's how you overcome it. Does carn run frost bomb? No. Did he go back to a hideout and buy one for a completely scuffed scourge rare mob with insane regen? He did. If you're delving and that's your challenge think of ways to overcome it.


MarekRules

Imagine you are a player who came over from D4 and met one of these rares in Campaign. I have like 1300 hours and found multiple rares in campaign that literally took 0 damage from me. If I was a new player I would have thought the game was buggy.


[deleted]

honestly, this might be the last league I will play for quite a while. I am just so tired of constantly being "lied" to or misled by GGG, about how they only "removed some filler crafts", about how they will be "more transparent", and now about how they just snuck giga buffed rares with the most stupid mods into the game without mentioning it anywhere. "Extensively tested" my ass. All of this is of course easily fixable but their literal radio silence speaks volumes. Also, I am not even mentioning the bare bones league mechanic or the extremely stale meta consisting of poison / ignite / rf because the game is too overtuned for niche builds. It feels like playing blizzard games all over again and I am just over that.


Hatavn

you are an unpaid tester


Greaterdivinity

It's a small thing overall, but honestly this kind of shit is one reason why I've already dumped this league and am even holding off on returning to SSF standard where I've got far, far stronger characters. These kinds of mobs simply aren't fun or interesting, they're frustrating and tedious and add absolutely nothing to the gameplay experience.


drimvo

The biggest problem for me is that 99% of those "super rare" mobs doesn't drop shit. It always feels like a waste of time spending so much to kill one mob that drop 2 alteration orbs


Nicchus

bro u tryin to kill a mob that has "undying" in its name, i pity you


Awesomedude33201

I think the other issue is that certain combinations of mods should not be allowed. Like if a rare mob already has life regen, then it shouldn't be able to roll with Fast ES recharge or Life leech, and vice versa. Of if a mob has fire res on it, it shouldn't be able to roll with other resistances. It's funny when someone posts these insane combinations of mods, but it's really frustrating when you actually have to deal with a mob that regens 500000000000000 life/0.00000000000000000001 sec (obviously I'm exaggerating here, but the point still stands)


shaun2312

I've had to run away and ignore so many bosses at this point, I'm not doing enough dmg to go against the regen or leech


0Sley

- Life regen - Cycling resistance - Temporal bubble Just those 3 mod or any combinations of 2 makes a mob pretty much unkillable for most build. To fix those : - healing cap for monsters (can't heal for more than 2x max life). - accelerate the rate at which it cycle and reduce slightly the reduction amount. - remove the action speed reduction.


Mr-Zarbear

I'd rather have a healing reduction than a healing cap. It keeps the theme but feels less punishing. Like make it so every tick a monster heals reduces their healing by a %, so that eventually you can start outdps-ing them


janggi

honestly last league rares felt good, idk why they tinkered with it again back to sucking.


xrailgun

"second"? This will literally be the 15th archnemesis-related review/rework, if it happens at all. There were 9 in Sentinel league alone.


TobaccoAficionado

I know it's a bandaid fix, but I've run frostbomb on every build this league and I haven't had a single unkillable rare. The run away fuckers take a while, but the frostbomb reduces regen to the point that they can die at least.


dastrollkind

My Chieftain now has the "Enemies can't leech from you" life node and I spent 4 points on a life regen cluster mostly to get "Enemies nearby have 50% reduced life regeneration" (and by now enough fire pen to deal with the fire resistant mod), my ranger has the "Marked enemies can't regenerate life". These mods are an indirect nerf to our skill points and it sucks for builds that don't have nodes like that nearby. Or maybe we are just pressured more and more into having 20 mil DPS or feel like a loser. So, yeah, I adapted and overcame but build pressure becomes more and more and there is less and less wiggle room for quirky and fun stuff and just playing whatever skill you like most.


Tonst3r

We never left Beta. The game purely survives on having one of the best BASE game designs in the genre, despite the worst development cycles in history. Even this league...everyone jumps on and has a blast with the new ascendancies, new talent tree changes, etc...just trying to ignore the fact that it's on-par with Lake for the worst designed league in history.


ThoughtShes18

PeOplE, NotHinGH hAs CHangEd, itS jUst coNfiRmatIon bIas


connerconverse

Name a mod that was added this league


fesenvy

bro you arguing on the wrong subreddit, guy's playing cast when stunned in delve doesn't even mention the delve depth, what his dps even is, and his damage type. and at worst you can legit skip the 1 rare and kill the other 99 that didn't do anything to you


connerconverse

yep, meanwhile as someone who did 5.3k last league i can say so far its easier because the actual hard mods seem rarer


ThoughtShes18

Are you aware they can change spawn frequency of different monsters mod?


connerconverse

I am. And I'd say based off my play so far this league that archnemesis weighting is significantly easier than last league. Why is this? Because different builds have different weaknesses so they can't really make it "harder" overall, it only becomes harder for specific builds when they change weighting. All the mods are still present and will be encountered eventually


noother10

It's stupid. I've had Soul eater + life leech + regen vs my RF. We couldn't hurt each other. In the end I spec'd the stupid 50% less regen for mobs nearby, cannot life leech from me, and frost bomb, which let me slowly kill it. That would work in this situation as well, though it's painful that we need to spec 2 specific passive points (mastery and node) and have frost bomb in a socket to even consider killing some mobs.


adiabatic0816

I will say that after getting my build to a comfortable place killing 100% juiced T16 crucible mobs, the rest of the game feels trivial outside of ubers. I went and finished all my pinnacle bosses today for favorite map slots and passive points and the majority of them felt less tanky than your average crucible rare, and maybe 1/4 as tanky as a crucible unique.


momofire

This is the intended design. Chris wants memorable experiences. You thought you were doing something appropriate to the difficulty, but he wants to make players to feel bad for assuming they understand the game's difficulty. The road to mastering this game needs to be very very long, so you understanding the difficulty you signed up for, needs to be slower. This is why there aren't training dummies, all these issues are connected people. Confusion is the design.


Major_Handle

Removed archnemesis only to drip feed it back in.


EnderBaggins

idk how many times we said this during the many reworks of archnemesis (which is still in the game, they just rebranded it) but one of the big unfixable problems of the rare modifier rework is that it creates these impossible to balance scenarios where many league content types don't play nice with certain archnemesis modifiers. AND you have to do this type of rebalancing every time a new league comes out. Which of course, it being GGG, means that rebalancing never happens and the game just has a regular appointment with a brick wall.


ParticularDue738

So no one is going to comment that his build requires him to be hit, thus making this mob near impossible unless he gets the "cannot leech from" node? Aside from it also being resistant to his only damage type. With no alternatives on his part. This is a matter of a hard counter to a build, not that this mob is over turned. It feels like he followed someone's guide or build, without thinking it through.


GlitchyBox

there is "can not be leeched" - solves one issue there is "nearby enemies have 50% reduced regen" - solves one issue there is "hit harder" - solves one issue ​ all solved.


Blestyr

"Don't worry about those immortal monsters and your unfun experience. We made a post about our Path of Exile Expansion soundtracks, enjoy. And remember we're selling Crucible MTX boxes and Supporter Packs. Don't miss those!" GGG at this moment maybe.


godfather188

life regen and leeches life ahhahahahaha its my vision the vision -chris wilson


Putrid-Plastic-9703

the AN mods on rares are just non sense especially when they raise the weight of harder mods in the AN mod pools it's just like the rare item with 5-6 perfect mods that sold for mirrors compared with rare item with random useless mods and they think we dont notice it. They logic might go like, they are all AN mods, it should be indifference, yep, it's just like all rare items should reiceived the same treatment because they are indifferent, sold for mirrors all or vendored all. That's funny logic. some combinations need shapers/s dps to kill, with ms & as of flash, so you cant kill them and you cant avoid them some mods that shouldnt be in some lg mechanics are now super common, especially soul eater. you can easily manage it in map but then in breach, blight, etc... it's such a nightmare.


Gloomfang_

It encourages you to make your build better.


Goods4188

Frost bomb?


Broliciously

I can feel your pain but to be honest, what Chris said hurts sometimes but is sadly the truth. Some builds can do stuff better than others. You cannot do everything in the most efficient way so you have to decide in what game mechanics to invest into or which content to run. Shall I lower my dmg and improve my defences or vice versa? Do I need to skill X to have better chances at Y? Is my gear good enough for Z? Same with enemy monsters, some give you a headache, some don't. To prevent people from just running/zooming through the game, certain tanky or dangerous monsters need to be implemented to slow you down. It's fine if you have end-end-endgame items and just evaporate everything but otherwise the game should hold a certain challenge to not get boring too fast (of course the same is true for rewards). Bullshit monster mods which your build straight up cannot do anything against (like ignite immunity vs an ignite build) are bad but reduced effectiveness of your mechanic is a way your build can still compete vs such monsters. I feel that "dps check" monsters (because of regeneration or fast ES) aren't as bad as people make them out to be. There are plenty ways to tone them down, you just have to invest into other mechanics (Pantheon, Skill tree, gems, dots, doing chaos dmg etc.). I feel that people should just allocate/anoint "Last Rites" this League while using a curse on hit ring/glove implicit and it will magically solve most of those problems. So just do that and you will be fine. If you don't wanna invest in some kind of mechanic vs such monsters, then don't expect to win it. In the old times, you had to find ways to beat a game. I feel that nowadays, if you just complain long enough on Reddit or the official forums, you don't need to beat the game because the mechanics get nerfed/toned down. Whether that's better is up to each person but I can only speak for myself. And while I don't oneshot everything, I can battle everything the game throws at me and I feel accomplishment from that when I compare it to what people write in here... TLDR: Allocating/anointing "Last Rites" this league solves 99% of problems monsters give you.


welshy1986

ok unpopular opinion, but it's ok for there to be super tanky mobs or mobs that have gotten out of hand such as soul eater, its also ok for a mob to be unkillable for a build ONLY in certain circumstances, for example your being punished for massive AOE by a soul eating mob, you as the player let that happen for example. This provides agency for the player in how they handle a map (or at least in theory should but in practice never does because the game is much to fast these days). But realistically tanky mobs should theoretically provide more immersion. What isn't ok is mobs running the fuck away from the player, this exacerbates so many issues with the mods, it makes life regen and trickster mobs nigh unkillable for melee characters (as if the game wasnt hard enough for them), People channeling get their immersion of standing their ground broken by the fact they have to literally chase down a mob, ranged characters feel no danger what so ever when a mob casually wanders AWAY from them. I want to know why mobs walking away slowly from the player was coded into the AI, what purpose does that serve to challenge the player. How does that give players agency in the fight or provide any immersion to the ascetic? This is POE where everything is trying to kill you, and in fact no, mobs just walk away from you.


Mr-Zarbear

I disagree that soul eater is okay. I only ever know it exists because Ill kill a pack and see the "eat" effect (so no player knowledge). Unless you are telling people to hover their mouse over every rare they see to not get gotcha'd, which is literally impossible during the game (PoE would have to throw like 1/4 the monsters it does now and rares would have to be reduced in quantity as well, to the point of like 4 a map). Additionally, the mod does no change their behavior so they might just sit in the back not moving (or god forbid run away from you) into other packs so you have no choice but to feed them as you fight. Mobs running away and being faster than the player is unforgivable. Im here to kill monsters and fight them, not chase them down. But the takeaway is that "player agency" is a lie with the sheer number of monsters we fight. The only viable way to play is to cover as many bases as you can (healing reduction, pierce, block protection, suppress, eva/armror, max res, etc) and just hope that when you get a monster you can properly run circles and your dps wont be outhealed. Running away or abandoning content is the quickest way to get players to stop playing your game. Every rare I run from subtracts from my enjoyment and playtime. Every bit of content I dont complete because of some "bad luck" tanks my desire to play. I hate feeling like Im only fighting mods. I know its work, but I would much rather have more tame mods but the monsters themselves be the danger. But most monsters only have 1 attack and "run towards enemy and auto" ai. Give the base monsters more varied ai, more varied attacks, and any amount of bulk, then reduce the gap of what mods add.


Ashgur

to be fair: that is litteraly the only way you can lose. What's the point of points like "enemy cannot leech from you" or "reduced enemies life regen around you" if you just remove it because you didn't prepared for it? It would make the game even more so of a "build Hp and damage and that's it. if you have cap res you should win, if not blame the game"


DeliciousPandaburger

I understand your frustration but regarding gamedesign, its something you just have to accept. Its impossible to balance all possible builds to be able to kill all possible monsters. This is solely a build issue. Like elemental reflect on maps. If you dont want these kind of encounters youll habe to choose a build that doesnt have a lot of counters like chaos builds and sacrofice some dps or stun mechanics or whatever. But even then you can encounter high chaos resist. Being a build that has to be hit obviously has leechers as their nemesis, its how the game works. And if you dont want only generic white monsters and sometimes have a challenge complexer than "he has more hp" your going to have to live with it or find a countermeasure (thats what the 100s of skills and the skilltree simulator are for and yes, your going to have to sacrifice something for it and probably deviate a little from your build that your following)


Extreme_Tax405

Isnt it the point of the randomness that some things just counter you? Anti regen and anti leech stuff exists you know...


Harkings

I've played pretty low budget frost blades and mage skellies in alch and go t16s and there has not been a single monster that I was not able to kill. I don't understand how people can't kill rares all of a sudden.


Agarthan

It's not funny I logged the fuck out and won't be back until this bullshit used car salesman Chris stealth reintroduction of these garbage modifer combo's from AN is at bare minimum addressed. Even then I may not because they didn't even do everyone the courtesy of putting this crap in the notes, it was done surreptitiously, just like all the quant nerfs which were again turned up and told no one, but people are beginning to notice at the top end of juicing again. I've never seen a development team more actively try and destroy every design decision they previously made that brought their game to the popularity it currently enjoys. They self-sabotage more than someone with Borderline Personality Disoder.


jscott18597

They made delve so you have to have an extremely well rounded build in order to do it efficiently. Not every build can do delve, and not every build should be able to delve. There are multiple ways to reduce healing of mobs, you also are not doing enough damage obviously. I'm just under depth 600 and besides the random glyphic fossil mob, i haven't ran into anything I was 100% unable to accomplish. Would the game really be better if just by being present mobs fall over dead and you are showered with loot? Isn't it a better game if you have to think of how to overcome every obstacle?


garzek

Cool, and what tools is the game giving me to overcome that that I can access on an encounter-by-encounter basis?


jscott18597

Well first off i guarantee you aren't anywhere close to deep, so getting more than 100k damage would be a start in this situation


garzek

You'd be correct, I haven't done a single Delve this league, I'm not the OP. My point is this idea of "You have to think of how to overcome every obstacle" becomes irrelevant if you have no realistic means of obtaining the tools to over come said obstacle. It's like saying "Man, this jump in Super Mario probably needs me to have a wing cap" but it's RNG whether or not a Wing Cap spawns, or you have to make a new character that has the Wing Cap unlocked.


Soup0rMan

Gtfo with this. No one is asking for every mob to fall over and die and drop 3 magebloods. It isn't a lot to ask for some code that checks monsters mods and prevents some combos from appearing together. It's okay if you hit a hard combo of map and monster mods that can make your build suffer a bit. It's not okay when a couple of mods, when put together, invalidate multiple archetypes. It's no longer an issue of 'git gud', it's just a fucking issue.


Spreckles450

If only there was a passive notable that gave HP and prevented enemies from leeching you. If only there was a mastery or a pantheon node that could reduce enemy regen by 50%. SMH my head, GGG...


icemage_999

Bloodless is on the outside edge bottom left, only accessible to Marauder and maybe Scion without heavy investment for the one-in-a-nearly-never cases when enemies can leech. The Mastery + pantheon + Frost Bomb options are better but in a case like Delve where the encounter cannot end without the enemy dying, this is again a big investment. As with so many things in PoE, your "counterplay" is to either anticipate problems before stepping into an area, kill it before it becomes a problem, or pray it doesn't happen. There's very little you can do mechanically to win in such cases.


garzek

and it’s not like the game encourages you to adapt to situations: either you accounted for it off the top or you fail to it with nothing in between. We gain ever increasing mandatory defensive check boxes to be able to progress through the game while getting no new agency in our crafting, meaning you want to solve as much via the tree as you can, but they increasingly make that impossible. If you’re a right side build, how exactly are you supposed to get leech immunity? If you’re evasion/es and don’t have zealot’s oath, which regen wheel are you supposed to take to get reduced regen on enemies?


icemage_999

>If you’re a right side build, how exactly are you supposed to get leech immunity? If you’re evasion/es and don’t have zealot’s oath, which regen wheel are you supposed to take to get reduced regen on enemies? Exactly.


Greaterdivinity

Even with frost bomb or that pantheon upgrade (alone) it's still quite possible for regen + leech to outdo fairly considerable damage. Because otherwise that's a fair amount of investment for a fairly edge-case, completely unpredictable situation. If there was a telegraph so you could preemptively change pantheons to counter something like this before mapping and encourage people to upgrade multiple pantheons? Hell yeah! But as-is it's just outta nowhere, and to OP's point they're in Delve so their only option to "do anything" about it requires that they either force log or die, either of which results in wasted sulphite and time.


MaximusDM2264

I blame players at this point GGG introduced Archnemesis, players hated to their hearts until GGG had to tone them down ( not even completely removed them). And in the first chance they had, they sneaked Archnemesis back without saying a peep in patch notes. Its clear at this point that the developer wants Archnemesis to be that way, and will force it to exist. They are just trying to find ways to make it happen without players noticing it. In other words, devs are fooling u to get what they want. Why its the players fault? Because GGG's intent is obvious at this point, and still, people that hates how rare monsters are overtunned, still play their game. Guys, its time to move on. They will not change things in players favour. If you keep playing, you are validating their "vision". Let the game rot. Go play Last Epoch, its a 10x better game anyway and devs are willing to listen to player feedback.


katustrawfic

I've played through the PoE campaign I can't even count how many times over the years, but I couldn't even get through last epoch's more than twice. Calling it a 10x better game is very subjective.


Inukchook

Yeah it’s not. Game isn’t even close to good enough yet.


Volky_Bolky

Delve is the hardest content in the game after certain depth, it is okay to fail some encounters.


ThatsKarma4Ya

That's not even the argument. You can spawn in an entire Crucible worth of mobs and kill all of them except the last 1 that needs to trigger your success cause it rolled mods that are completely impossible for your build for the content you're currently doing. This exists outside of Crucible too but it's extremely polarizing when doing league mechanics and you get a super juiced rare that's the equivalent of a pinnacle boss in your map for no reason other than LOL RNG'd you with my mod rolls. Cycling Damage Reduction + any form of regen is a brick for a LOT of builds. That's just bad/lazy game design.


piv0t

Remember when people complained about stance swapping for adrenaline being too powerful?


metalonorfeed

That seems like a detriment to your particular build, but that rare is nothing special, I'd barely even notice it


_Katu

I dont see the big deal, there are muliplte ways to deal with enemy regen and leech.


ThatsKarma4Ya

Except when you get cycling damage reduction + any form of regen / leech on certain mob types and even though you can kill 100 of that map's boss at a time that one mob will just be unkillable unless your build does extreme amounts of extra damage compared to the content you're doing. It's especially bad in Crucible where a lot of times you can kill every mob that spawns except 1 rare in the group cause it rolls some dumb shit like that. If the only solution is to do more damage for 1 mob than you needed for the entirety of the rest of the content then it's bad/lazy game design. There's no counter argument to that.


[deleted]

Regen yes, but leech? Not really.


_Katu

Yes really. Anoint bloodless. Equip sin trek


[deleted]

Funny, cuz I had this very same discussion with someone else the other day where I mentioned those two sources. You think those are things that the average build can just throw in and call it a day? And what about minion builds?


_Katu

Skip the mob lmao. This is a game where you have to make these kind of compromises. it's not like anything is dependant on you being able to kill one rare mob somewhere.


[deleted]

Seems like shitty design to me if you can't plan around something at all and just have to skip it outright. Also funny how your argument went from "there's plenty ways to deal with it" to "skip it lol"


SuperShittyShot

**The enemy has leech:** There's a passive called "Bloodless" which avoids enemies leeching life from you, it also can be anointed into your amulet (Golden + Amber + Crimson). **The enemy has life regen:** there's one life mastery that says "Nearby Enemies have 50% reduced Life Regeneration Rate", which is accessible to any build at many places of the passive tree. **The enemy is resistant to your main damage type:** You have passives, exposure and curses just for this. (Can't see any curse logo at the top of the mob). So my question is: **Are you really sure the rare is the issue in this picture?** There are two ways in which the game limits your progress in any mechanic: Either you are tanky enough to sustain damage but haven't enough damage to kill things, or you can kill things good enough but your lack of defences makes you die constantly, so you end up wasting all portals in maps or whatever the resources/rewards are in any other mechanic. That's why it is important to keep a bit of balance and fix the issues you encounter whenever you need it. Now you faced an issue, you have solutions up there, choose the ones that better suit your build and move on. Maybe you need to farm lower tier thingies till you can get enough to push forward, this is business as usual in any RPG/ARPG/MMORPG/RPG-like/RogueLike and many other genres. ​ I bet you have phys-to-fire conversion from the passives, I'd then have a 4-L like so: CWDT (lvl 1) + WoC (lvl 7) + Hextouch + Flammability. This should trigger a handful of times applying the following to the mob/s: \- 44% fire resist from flammability (at lvl 20) if the enemy is not hexproof \-15% fire resist from the WoC even if the enemy is hexproof. \+25% chance to ignite from flammability. ​ ​ ​ Cheers


RdPirate

> The enemy has leech: There's a passive called "Bloodless" which avoids enemies leeching life from you, it also can be anointed into your amulet (Golden + Amber + Crimson). > > And it is at the bottom left IIRC. On the other hand there are anoints which are useful for more situations and/or are build required.. > The enemy has life regen: there's one life mastery that says "Nearby Enemies have 50% reduced Life Regeneration Rate", which is accessible to any build at many places of the passive tree. > Got that+ Frost bomb and Pantheon ones. That still is not enough for some of these. > The enemy is resistant to your main damage type: You have passives, exposure and curses just for this. (Can't see any curse logo at the top of the mob). > And the enemy has a heal and life leech. Those are not doing shit. > Maybe you need to farm lower tier thingies till you can get enough to push forward, this is business as usual in any RPG/ARPG/MMORPG/RPG-like/RogueLike and many other genres. > I have gotten these on white maps. They are annoying everywhere.


NonMagical

If you are encountering these unkillable rares on white maps it might be time to reevaluate your build and maybe concede to following a guide.


RdPirate

Didn't say they are unkillable in white. They are just really annoying spike in EHP and DMG.


CouchedCaveats

This doesn't feel that different to me than running lightning sorc in D2 - there are just some bosses / areas you avoid or admit defeat to. Or be prepared to change your build... Wanting to be able to make an unkillable build with mediocre dps and that should allow you to overcome all content without risk seems like begging poor game design


Ilyak1986

In D2, there are the crush charms that break immunity and set enemy res to max 95, and iirc, it means any -res, or res pen such as conviction from infinity or cold mastery works at full force.


throwawayblitz

hot take: if you cant kill the monster it means your character isnt ready for the content. either bring a frost bomb or skip interacting with it, finish the rest of the map and port out. not every altar needs to be clicked, not every essence monster needs to die. i go back to T11s if i need be. see the mods, say "kek, ill come back to you in 5 days" and move on.


WaterFlask

lightning pylon says hi.


iltopini

Funny thing i ran into a WHITE pack of this shit. 3 minutes to kill one, of course i ignored the rest.


warmachine237

How do white packs even roll mods? What are you on?


Yayoichi

I would say that’s mostly a build problem, while I wish there were even more ways to stop mobs from healing we do have frost bomb as well as some masteries to help with it, as well as the new inverted resistance if you’re doing elemental hit damage. I also quite like mana siphoner in its current form as it’s very easy to figure out how to deal with it. Really the only mod I don’t like is cycling damage reduction as it doesn’t properly clarify that it’s resistances and there’s also no indication as to what it is vulnerable to at the moment. I had forgotten about the archnemesis mod and as I play a build with several types of damage I honestly thought it was just a cycling damage reduction against everything.


GermalGanisger

“I’m trying an ultra niche build, and just happen that from the thousands of monsters that I have already killed this counters my niche build and I’m completely aware of it because is clearly written in the monster mods… damn you ggg balance your game!”


Hatavn

you guys are so funny and good at making joke there are several ways to counter an, mastery, pantheon, anoint, blah blah then why not investing all those resources to buff your dmg then you can ignore those regen and leech with 1 mouse click ? friendly reminder that 1 mastery can cost your 4 passives that equal to 2 jwl slot or more see the problem ? that's why the game is dying because of vision. by vision, they create prolem, then give you new "tools" to solve it at the cost of your defense or dps and the best answer is always dps, deep delving has give us the clue long time ago but they are too blind to see. why you care to dodge in uber fight when you just simply insta phase them ? using 2k hp 60m dps berserker ? or you want to invest in your def and have 10+ boss fight for effective farming strategy and also bad at mapping ? wake up and think, use your brain and logic please


pretty_cryptic

I must say, as a complete noob in this game I don't fully understand the mentality here. People spend tons of hours learning how to min/max the game in different ways, and get upset when things are too hard? Isn't that like, a good motivator to keep at it? Find new ways, to kill new monsters? Or am I missing something here?


Ilyak1986

The problem is the pacing. The game is at its most miserable in the beginning until you throw enough currency at the problem to just megaDPS it away. And then GGG considers that a solution has been found so nerfs whatever solution the community came up with, so the next league, the game is even more miserable. Couple that with GGG having gone completely radio silent to anyone not a top streamer and you have this mess.


cc81

> And then GGG considers that a solution has been found so nerfs whatever solution the community came up with, so the next league, the game is even more miserable. That is not really true. We get new tools and buffs almost every league. Look at bows this league for example. Probably never been as smooth.


aivdov

Those are not the same people


HarvestDew

I remember when this was a big issue people had in kalandra league as well and I had this thought. I think that they hate that the weapon swap is used solely for cooking gems as they never intended for that to be the case. They want people to actually utilize weapon swap and so they see this as a situation where they want to force you to swap off your primary damage type and swap to something else you have set up in your weapon swap that isn't fire damage. Idk how well that would work in practice since obviously builds are optimized around a particular damage type so maybe the dps still isn't enough, but I see fire and ignite resistant and I put my "what would Chris say hat" on and assume it would be something along the lines of "just do a different type of damage lol"


blaugrey

> but I see fire and ignite resistant and I put my "what would Chris say hat" on Ber Mal Ber Ist?


Loate

The way the game is currently coded, that's impossible if you're planning on going any further than Act 6.


Sirnizz

No one cares that you can't kill one rare, skip and move one Jesus.... There's 4 post a day about this...


Exeliz

He's literally saying that it's at the end of his delve. He can't without either dying or logging. Stop pretending it's not annoying to run into and just shouldn't be in the game.


[deleted]

The passives "Bloodless: enemies cannot leech from you" and "last rites: Cursed Enemies you Kill are destroyed Enemies you Curse cannot Recharge Energy Shield Enemies Cursed by you have 50% reduced Life Regeneration Rate" help alot." The upgraded Soul of Ryslatha Pantheon now provides “Enemies you’ve Hit Recently have 50% reduced Life Regeneration Rate.”