Unfair Boss Combination

The Boss that comes out of a hole and has mana drain circling it and fire on the rest of the floor is very unfair for melee classes. Pair this with the inability to place a bell near the hole for a monk and that makes it almost impossible to complete.
Last bumped on Dec 25, 2024, 12:54:50 PM
Arch Nemesis mods are directly ported from poe1 without any balancing, they were made to kill OP AF immune to everything infinite sustain zoomzoom poe1 exiles. But to be fair, when mark said in ziggys interview:''rare mobs aren't just regular mobs with damage buffs, they have intersting mechanics'', i was expecting a bit more than ArchNem. Probalby all going to change before release, casue i don't think it respect the ''souls-like'' part of what poe 2 is suppose to be.
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Leiknir#5996 wrote:
The Boss that comes out of a hole and has mana drain circling it and fire on the rest of the floor is very unfair for melee classes. Pair this with the inability to place a bell near the hole for a monk and that makes it almost impossible to complete.


I was actually planning to post this same thing here but forgot :D

I was able to get that boss down to about 80% before that aura activated and that fight was over for me.
Burning Ground is already bad by itself if you're melee.

You can also get bad mob types. I remember getting Mana Drain+Hasted during the campaign on an already fast mob type (wolf of some kind). There was also a teleporting mob with Mana Drain that kept teleporting to me every second. A tanky mob type with Regeneration & ES that I couldn't kill. Regeneration is normally easy but there's 1 or 2 mob types that are just bad with it because they soak up so much damage. But Mana Drain is just cancer, especially on larger mobs where you're pretty much forced to stand on the ring or switch to ranged abilities because the safe spot in the middle is completely covered by the mob.

I think this could be an easy fix. Just make Mana Drain less potent so you can at least counter it with a mana flask.

My first encounter with a Mana Drain mob was in Act-1 btw. It gave me a false impression that the game was going to be abysmally difficult. It wasn't. It's just that Mana Drain is my weakness. I'll never forget that fight. It gave me PTSD. I see Mana Drain now, I get the shakes. lol
Mana drain + proximity tangibility + Regeneration.
Good luck. You are going to die because you dont outdamage the mob with just basic attacks as a caster. Flasks do nothing.

Infinitely worse on bosses who are impossible to beat with some of these.
I know it's an oversight but for sake of game balance, there should be actually some blacklists for combinations.

Alternatively add a new perk to the Atlas tree that makes it so just like Deadly evolution, enemies with "unfair combinations" can spawn.
Thus if you take that, you get more rewards but risk losing the map.
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Quill#2421 wrote:
Mana drain + proximity tangibility + Regeneration.
Good luck. You are going to die because you dont outdamage the mob with just basic attacks as a caster. Flasks do nothing.

Infinitely worse on bosses who are impossible to beat with some of these.
I know it's an oversight but for sake of game balance, there should be actually some blacklists for combinations.

Alternatively add a new perk to the Atlas tree that makes it so just like Deadly evolution, enemies with "unfair combinations" can spawn.
Thus if you take that, you get more rewards but risk losing the map.


Actually I like that idea of giving us choice to take those combinations. remains me of time when we still hade reflect dmg as map modifier and that actually give alot of rarity/quatity so making a build that can run those was solid tactic.

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