99% Of Mobs Too Easy: This Game Needs Beefing Up

There are 10 acts and over 100 T1-10 maps. This is huge amount of very easy content. Boss fights can be difficult for new player, who doesn't know boss mechanic and phases. Only dangerous situations are damage spikes - "Rule 90:10": 90% monsters do 10% total damage, 10% monsters do 90% total damage.
Compare this to Diablo 2 (SSF on BN), where even trash mobs can be difficult (high damage and hp, immunities and other bonuses). Even leveling could be hard if you were unlucky, so SSF players usually farming on nightmare. In PoE you can go through 10 acts without farming.
Harder mobs = less drop, but it can be equaled by drop quality (ex. removing low level affixes from high level items - like +4 maximum life on level 70+ items). I prefer 1 rare with 5% chance for good stats, than 1000 rares with 0.1% chance.
"
Im2sl0w wrote:
IT surpises me that i share (to a certain extent) an oppinion with this person.

White and blue mobs are super easy. Some yellow ones as well.

I know in the current state of the game this is intended. Doesnt mean i think its good.
Raiz said quite recently after they buff all the old skills we will see a buff to mobs.

I hope so - lets see.


I do not hope so. Because we'll be running full circle. The first builds to suffer are the low tier ones. GGG needs to rework their fucking design philosophy. There is also no point when you factor in risk / reward / time. At least 70% of the rewards are just shit. Not bad or weirdly niche, just plain shit.
Also we need more mechanically difficult bosses, not just dps up and down. Damage / investment needs to be logarithmic, not linear or worse, exponential. Content needs to be fun, not annoying.
I hope they bring bestiary mod rares back, just re-balance the regen to not be unlimited (corpse-eating works for example) and reward.
Hell, there are likely good Talisman monster mods as well that I dont remember by now (that could work as special rare mods, no need for talisman)
Oblivious
Last edited by Disrupted#3096 on Jul 11, 2018, 7:17:13 PM
"
MortalKombat3 wrote:
I'd rather engage an interesting fight with a rare monster for 2 minutes, rather than running through all map oneshotting stuff


They have monsters and areas like that in the game, they're called "END-GAME BOSSES".

You need to play a lot to get there but they exist, so what exactly do you want to see in addition to this?
"
Sighted wrote:
Spoiler
"
MortalKombat3 wrote:
I'd rather engage an interesting fight with a rare monster for 2 minutes, rather than running through all map oneshotting stuff


They have monsters and areas like that in the game, they're called "END-GAME BOSSES".

You need to play a lot to get there but they exist, so what exactly do you want to see in addition to this?


Only by having EVERYONE to "enjoy" the PoE "Hard Mode ON" for at least 3 months and actually use everything at their disposal to make it to the so called "END-GAME BOSSES" - which could be facetanked ROFL STOMPED too easily by the way - and also employ TACTIC, STRATEGY and SKILLPLAY will make me consider paying some more real $$$ to TencentGGG, next to more definitive solutions to all the other lackluster aspects that plague PoE, or even an offline game client wouldn't bring a smile to my face as then EVERYONE will know what FIGHTING REAL ENEMIES FROM 1 - 100 really means...

You might enjoy mind-numbingly easy grind levels, and various damage spikes or "cheat" mechanics that are supposed to kill the "invincible" players, meanwhile, some of would prefer a tone down of those as most content should be viable even when dealt with "attrition" based fights - good luck finishing those "END-GAME BOSSES" with non meta skills, decent built and equipped chars and less than godlike skillplay if you cap your damage => those fights are "prepared" in such a way that the "house will always win", if you DON'T ABUSE the game - still waiting for that leveling stream from 99 to 100 where the character uses a single target namelocking alternating attack dual wielding skill and does so against ONLY the UBER encounters + Shaper -> hint: there is none because it's not a "viable" way to do so, and PoE touts "choice" as main core aspect without the mandatory "/s"...

PoE should be more balanced, and every playstyle be it melee, ranged or cast should excel at some aspects while having various problems to be overcome - melee should dish out the most damage at the additional penalty of being hit constantly, ranged should have excelent coverage, moderate survivability, but with a more moderate damage, and cast should either have devastating channeled abilities which open vulnerabilities, or more toned ones than can be employed often. That would be the main difference regarding those playstyles, because currently you just fight unlimited waves of loot/EXP pinatas, with rarely noticeable "bumps" depending on your FOTW choices.

TencentGGG mantra should place a lot more value on "quality" over "quantity", but as their "best" solution regarding loot cluttering the screens was to hide it, next to dropping the number of enemies until the density makes you feel that "your searching monsters and fighting loot" instead of the normal other way around, should makes us all more vocal on the forum and offer quality feedback and suggestions. A "bored" player will be soon be a "lost" player for PoE.

PSS: Our almighty TencentGGG overlords are very scrupulous regarding criticizing their abilities to take proper decisions and consider everything "needlessly harsh and condescending"...

Good to know "free speech" doesn't apply in any form or manner on the forums these days...
Last edited by sofocle10000#6408 on Jul 12, 2018, 2:30:44 AM
Come on now - ARPGs are, almost by definition, exclusively about quantity over quality.

Quality over quantity requires you to drop the ACTION and just call it RPG. Oh, wait, there is an entire genre of real-time and turn-based, slow-burn games where you can gear up and skill up your characters? Called RPGs? Well look at that!

I will concede that this game is definitely lacking in the balance between class genres though. GGGs design fix for melee has been to turn it into pseudo-ranged, which has been ridiculous from start to current day.

Look at the disdain and cries of nerfs for stat sticks, which is the only thing in recent memory to bring the melee class into the range of, well, ranged classes (and spell casters). The Man trying to keep a good melee down. Melee Lives Matter, man, rally to my flag.

No, I don't have a solution suggestion. I'm just Captain Obvious over here. PoE has gone well past the point of no return to ever slow it down. There will never be a viable single target skill ever again, this game is forevermore about AoE. I always wanted to do a Viper Strike build, but why bother??
If you think the mobs are too easy here is a fix:

Don't play meta builds

Put restrictions on yourself until you hit a level that suits your preference (max 3 links, max 50% resists etc etc)

Fixed
"
Sighted wrote:

They have monsters and areas like that in the game, they're called "END-GAME BOSSES".

You need to play a lot to get there but they exist, so what exactly do you want to see in addition to this?


Where are those bosses? Oh, right, i must farm shitloads of trash mobs, that dont drop anything and die before they see me, to get 1 "ticket" to that boss (Atziri, Shaper, Elder, etc).
IGN: MortalKombat
Molten Strike build guide: https://www.pathofexile.com/forum/view-thread/1346504

There is no knowledge
That is not power
"
MortalKombat3 wrote:
"
Sighted wrote:

They have monsters and areas like that in the game, they're called "END-GAME BOSSES".

You need to play a lot to get there but they exist, so what exactly do you want to see in addition to this?


Where are those bosses? Oh, right, i must farm shitloads of trash mobs, that dont drop anything and die before they see me, to get 1 "ticket" to that boss (Atziri, Shaper, Elder, etc).



You found the 1 "golden ticket" to fight the boss? Run home charlie run home. run past the trash mobs that can't do anything to you. Run and bypass all enemy mechanics that literally can't even trip you up. Run right past the rogue exile...I mean slugworth who is trying to get you steal an everlasting gobstopper.

RNG boss gating is hilarious what better way to show how tough a boss is without actually showing how tough the boss is. restrict access to it through RNG. Simulate difficulty without providing it just like increased boss health, boss immunity phases, smaller boss arenas, etc.
Still failing to solve "The Riddle of Melee" 4.0 HYPE!!!
SILLY BITCH...THE EAGLES ARE COMING!!!
THE EAGLES!!! (bleeds out from a wound to the gut)
the eagles...are...coming...(coughs)...the eagles...
"
Slaanesh69 wrote:
Spoiler
Come on now - ARPGs are, almost by definition, exclusively about quantity over quality.

Quality over quantity requires you to drop the ACTION and just call it RPG. Oh, wait, there is an entire genre of real-time and turn-based, slow-burn games where you can gear up and skill up your characters? Called RPGs? Well look at that!

I will concede that this game is definitely lacking in the balance between class genres though. GGGs design fix for melee has been to turn it into pseudo-ranged, which has been ridiculous from start to current day.

Look at the disdain and cries of nerfs for stat sticks, which is the only thing in recent memory to bring the melee class into the range of, well, ranged classes (and spell casters). The Man trying to keep a good melee down. Melee Lives Matter, man, rally to my flag.

No, I don't have a solution suggestion. I'm just Captain Obvious over here. PoE has gone well past the point of no return to ever slow it down. There will never be a viable single target skill ever again, this game is forevermore about AoE. I always wanted to do a Viper Strike build, but why bother??


If the only way "melee" got viable, is via the stat stick damage fiasco - by the way, stat stick dual wielding =|= MELEE with the exception of Double Strike and maybe Ice Crash with CE and no AoE % increases - GGG should just drop the goddamn "MELEE" TAG from the game and treat weapon scaling skills as simply ATTACK SKILLS instead.

Having to crutch "faux melee" with more damage to encourage more power creep was a lackluster solution at best.

And "Quality over Quantity" would make you actually have the accent placed on "ACTION" in an ARPG - a real one, not the "pew-pew one shot" arcade shooter that PoE became. Sure, I would not complain about oceans of normal monsters to be slaughtered, as long as they would have a REAL CHANCE to fight back, at least at times, as then the rivers of magic and streams of rares enemies will actually be NOTICEABLE and your "opie-op" character will be met with resistance and not only ROFL STOMP STEAMROLLING even those drops of "end game" encounters...

Come on, there should be a lot more focus on having PoE a "fair" fight on both sides => quality of design, damage balance, monster density etc. versus the current "lets go with rampant one-shots galore" that makes TencentGGG think that ALWAYS "moar is gud"...

And I don't complain that REAL melee skills will not contend with the coverage of ranged attacks or ultimate power of channeled spells, but they could at least grant a very important and necessary survivability boost, if not implement the implicit "more damage = more danger for the character" common sense rule...

We both know that PoE does a great job offering "fake" diversity, it's long past due PoE would offer some REAL DIVERSITY instead. So TencentGGG needs to "git gud & up to snuff" ASAP...
PSS: Our almighty TencentGGG overlords are very scrupulous regarding criticizing their abilities to take proper decisions and consider everything "needlessly harsh and condescending"...

Good to know "free speech" doesn't apply in any form or manner on the forums these days...
Last edited by sofocle10000#6408 on Jul 13, 2018, 2:14:21 AM

Report Forum Post

Report Account:

Report Type

Additional Info