Double mods on enemy mobs Bug

I noticed when fighting a red beast in act 7 that it had 4 Archnemesis mods
First off i think this is way to hard for act 7. Especially the combination of mods made the beast tanky which wasnt the problem. The problem was the archnemesis healing mod.

The actual problem on top of that and i think its a bug:

The red beast had 4 archnemesis mods.
Beside that the beast had 2 white texted mods, one being resist chaos and one resist elemental damage.

I deal elemental damage and it feels like the beast was double dipping.
First at has mods that already reduced or lessens incoming damage. Beside that it had a healing buff and ON TOP of that it had two white mods that makes my damage less because they resist elemental and my extra chaos damage.

This made the fight a horrible fight and i couldnt kill the beast.
Because iam overleveled A LOT and because of my build i do really good/decent damage against all the other mobs and bosses in the acts.
However the beast seemed unkillable. When i dps the beast i could reach it to 55% health and then the beast started to heal full and i could startover the proces.

Please look into adjusting those combination of mods, especially when being in acts. This monster looked like it came straight out of tier 11 red maps which shouldnt be the case in ACT 7 in my opinion :(.
I have a feeling that the archnemesis mods are not properly scaling at the acutal level and content that people play.
Because of this it barerly matters if you see the mob really early game or in endgame it will be an overtuned monster no matter what and that experience feels bad in my opinion.

I noticed more monsters since archnemesis mods were intruced having extra white mods on top of the archnemesis mods. This happends in the leveling proces while doing acts aswell as in maps and all the other content.
Because of this its not like i buffed them to have those extra mods like you can do in Expedition. There it is normal that they get extra mods because you can choose so in order to get that specific loot.
This is not the case in my situation with this red beast and many other mobs.

Can you please look in to this GGG since you guys said that you guys nerfed the amount of mods that mobs can have? When you guys said that when you are getting harder content mobs can have 4 to 6 mods and that is fine by me if it is in a further state of my leveling experience (in maps for example or with special content).
However having to fight a 6 mod red beast or rares seems not fair in act 7 or in the Mirror of kalandra were i saw those type of guys in tier 3 tiles.

Those immense power spike of monsters are giving me a feel bad experience.
I actually love the fact that you guys changed monsters in POE to make POE harder. I agree that it was way to easy. However how some monsters are tuned when they have some Archnemesis combination and/or the Healing buff + already being able to get so many mods in an early stage of the game is not a fair and fun experience.

I hope you guys look into scaling those mods more properly compared to my actual level and the monster level.

Thanks for all your hard work. I post this because i love the game and in the hopes of it getting better.

I think those extra white mods on top of the coloured text Archnemesis mods are overpowered and i think it is unintented so a BUG. However if it is intented i hope you guys can nerf those mods a bit in the earlier content so i have a bigger chance of fighting those mobs. Nerfing the amount of mods those early game minions might do the trick aswell.

Thank you for your time.
Last bumped on Aug 22, 2022, 6:25:39 AM
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