Add more sources of countering enemy life regen
Last rare in a map had life regen, and I was not doing enough damage to counter it. I was able to go back to my hideout, refund 5 passives, spec into the notable Fated End, take out one of my skills, and get a curse gem to eventually kill the rare. As far as I can tell there's not much else to counter enemy life regen.
Last bumped on Feb 27, 2025, 3:37:04 PM
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+1 poor design to make enemies literally unkillable for a character that can't out damage the regen.
Either need to remove this mod, give a way to turn off health regen that all builds can access, or change health regen to work like energy shield to allow constant pressure to do the job instead. |
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I would much rather keep it, it's nice flavor. PoE 1 provides various means of negating it: passive nodes, pantheon, eldritch implicits, and of course good ol' Frost Bomb. With 2's systems, I would be happy to see it in the form of a support gem, either for a damage skill or preferably something that I could put on Mana Remnants (e.g. nearby enemies have reduced life regen, or in this skill's specific case, when it spawns a Mana Remnant).
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I'm not sure of it's purpose in PoE2. Life Regen Enemies started because Chaos damage options started to increase and so players could ignore ES and most resistances on enemies.
ES was the original recovery mechanic and it worked fine outside this. Long as they manage Chaos damage output sources. It's simply not needed. "Never trust floating women." -Officer Kirac
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The team for PoE 2 doesn't seem to have been communicating with the team from PoE 1 over its development time. We've returned to a lot of problems that they solved or at least attempted to tackle in 1.
Last edited by Higher_Peanut#2473 on Dec 18, 2024, 7:13:04 PM
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I find it interesting that I have never even seen any mobs regenerating life
Farming salt on the forums since 2024
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" meet one at act2 and it was unkillable. At least for minion build w/o arsonists at that moment |
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Eh. Just had 2 beefy rares in a single map with a bunch of annoying mods and regen to top it off, literally took like 5 minutes each. Ah ya and the map had a 70 more enemy hp mod. What a pain. Please address this my god. And a balance to my incompetent blood mage chaos dot build would be splendid.
Last edited by B2Happy#9575 on Dec 29, 2024, 4:39:02 PM
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" Hi I know it's 2 weeks old but I am currently trying to understand if Fated End notable is working for me (anointed it to mu amulet for approx 6 divines and now worried). I do have other effect on curse (Zone of Control) from Megalomaniac jewel. That one works 100% because I see an icon on the enemy being hindered (15%) and also the tooltip for the curse greatly change the radius. But Fated End while being allocated in the tree, does not change anything. It should add duration and cut regen of mobs, but there is no indicator and the stat for duration in tooltip does not change either. I am running blasphemy and first thought was that I see no icon over the mobs because it doesn't work if automated. Tried to curse them manually - also no change. Now I am looking for a mob where I can test it properly but the only ones with regen and ES are in the endgame and I am not very eager to risk dying. Can you confirm that Fated End works? Which curse were you using for it? |
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While I was writing this down I came to a beautiful idea.
I remembered that the witch in Clearfell (A1) does have ES. I looked in my inventory and found a belt with 2 to 4 thorns. Then I went to Clearfell and approached the witch and she started to attack me and I saw that her ES goes down and does not regen! Win. It only started to regen when she was no more in Blasphemy's circle. Thus, curse duration is not important for me, if it works or not does not matter, since I am running Blasphemy where this stat means nothing. But yeah I can definitely confirm that enemy's regen (both life and ES) gets affected. Happy new year! |
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