[Act 3] River Hags are overtuned

Hi,

I'm working through the drained city in act 3 right now, and I've come to believe that the river hag mobs are overtuned relative to the rest of the zone. This is down to two main factors, imo:

1) They cast the drowning orb too often. This is especially bad when there are multiples, but even when there's just one in combat with the player, it seems there are instances where it is being cast back to back. I'm not playing melee, but if I was, it'd be especially annoying since you could run into situations where you successfully evade one orb, close on the hag to start damaging it, and another one spawns on top of you, forcing you to run away. Additionally, I don't think the fact that it is an instant kill is adequately conveyed. It took multiple deaths to piece together what was going on.

2) They are too tanky. This is especially bad when they spawn as a rare. They take 3x times as long to kill as rare mobs of other bases in the zone. This is disruptive to the otherwise pleasant gameplay flow of the zone and makes it feel like an unnecessary, tedious slog, especially since we have to run through this zone at least twice to hit the vault and the apex.

Really enjoying EA so far, but this is my one bugbear. Thanks GGG!
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Last bumped on Jan 20, 2025, 12:16:53 PM
I'm just now encountering them as a monk in melee, and their zone denial is so oppressive and if by any chance you are caught in one of those drowning orbs or vortex, you are slowed to such a crawl that you die within a second. I die that quick even though I have over 50% of every elemental resist by now.

Hopefully they get a tuning pass. :)
+1, vehemently.
I think the skill should remain as dangerous, but the cooldown should not be as low as it is.
They're not the only mobs that are overtuned to the extreme.

I certainly hope they do an evaluation pass and tone down MOST of the mobs. If they don't do too much damage (those poison thrown flowers are insane if you can't kill them quickly) then their speed is cranked up to ridiculous levels.
Often it's both!
Patch Notes 3.15:
Fixed a bug where players believed the game was playable. This has been corrected and made retroactive.
Patch Notes 3.19:
Fixed a bug where players adapted to 3.15. This bug cannot be corrected, so we have implemented a 90% reduction in item access as a punishment.
The orbs disappear if you kill them (the casters).

If you are having troubling killing these mobs your damage is just simply too low.

I play earthquake warrior by the way so I am as melee as it gets
Last edited by Poe2WarriorMan#6401 on Dec 9, 2024, 8:43:04 PM
+1. I was in the Drowned City and came across no less than 8 hags (1 which was a rare), and another mob with it that had Temporal Bubble. I wasn't even mad because I was too busy laughing at the 400 drowning orbs on my screen while trying to run away with a movement speed of 0.01%. Blatantly over-tuned mob in any case, and for melee especially. The orb's cast cooldown needs increased greatly, and the movement speed penalty needs nerfed just as much.
Last edited by tempestorion#0023 on Dec 10, 2024, 6:22:57 PM
I don't really agree or disagree, but just popping in to suggest you give the anti-slow charm a shot!
all my homies hate River Hag
It gets even worse on cruel, they are your welcome party in Act 4 :\
Last edited by LaraGothica#5242 on Dec 10, 2024, 6:41:38 PM

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