Rare mods that need to disappear from rare affix pool regarding monsters.
Haste Aura
Chaos Tracking Orbs (Unearned damage, too frequent in how they fire off) Combination of Life Regen + Heal Allies and prevent recovery combo Mana Siphon Adjust or get rid of them. https://www.twitch.tv/satsuinotanden for streams. Last bumped on Jan 1, 2025, 12:40:08 AM
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I'd like to add Proximal Tangibility to it ^^
My Hideout -> https://hideoutshowcase.com/hideout/show/2881 (PoE1)
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They also need to adjust the range of the "detonates nearby corpses" affix. Their definition of "nearby" seems to be "off the screen"
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Yeah a lot of the rare mods from Poe1 just feel absolutely terrible when copy pasted and randomly distributes into PoE2.
I made a whole post about how the rare modifier system really needs a simple overhaul too: https://www.pathofexile.com/forum/view-thread/3666959 Last edited by LVSviral#3689 on Dec 31, 2024, 8:53:02 PM
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" Nice, the more that this gets exposed the better. For the record just so i don't sound like some Debbie downer. I like a lot of whats going on with Poe2. Combat feels great, boss fights in large part are fun unique and memorable (save for some screen clutter instances Jamanra im lookin at you clown) really like some of the new interactions with how skills mesh. That being said there is always room for improvement. I recollect a good chunk of people not being a fan of archnemesis which yet again another design choice of implementing things that aren't favored seems like a step in the wrong direction but companies also have to re-use assets sometimes as its just smart money to do so. That being said im looking for a middle ground solution here. https://www.twitch.tv/satsuinotanden for streams. Last edited by DreadlordMephisto#4974 on Dec 31, 2024, 8:20:30 PM
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" Absolutely. The only difference between a masterpiece, a flawed masterpiece, and something mediocre is how much groundwork and rough edges need to be re-addressed. I think GGG has a pretty good thing going and a lot of the rough edges are going to get smoothed out over the course of early access. The entire point of the feedback section here though is to ideally point out things GGG missed or isn't focused enough on. Enemy modifiers definitely need more attention and change in order to fit into PoE2's new game-play. " Yeah I really think archnemy mods were a fundamental miss by being randomly generated on any enemy. I think a lot of archnemesis assets can definitely be recycled for a better system that's not the slot machine combat we currently experience now in EA. Last edited by LVSviral#3689 on Dec 31, 2024, 9:20:48 PM
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I'm honestly finding the number of chaos explosion mechanic hilarious, despite hating it. I'm not building CI, but I have res max and very good end-game gear, but I rely on mid-range melee and in cases where the rares have a lot of affixes, I end up in situations where I get to choose between rolling into the circle of whatever 1 shot or eat 3 or 4 of the stupid tracking chaos things. Also... and I'm not complaining about the state of invoker, because at least I can complete T15s usually - monk attacks carry you FORWARD, so it's really easy to run right into whatever shenanigans the rares are doing while trying to attack some normal adds.
On top of it, the minion spawn range is equally absurd, I've had packs of minions respawning and harassing me when the rare creating them is halfway across the map. They don't take 5 seconds or whatever either on death, they just instantly respawn. The only way I'm having luck past 90 is tossing out maps that look sketchy immediately. Movement speed or crit chance gets tossed. |
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no thanks. i love my head hunter mods
Step 1 is to self reflect.
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" Most of the more cancerous rare mods aren't even relevant for Headhunter users. Headhunter users just want the big raw stat boosts to steal. Players want the weird death effects and debuffs gone for the most part. Headhunter would survive an enemy modifier rework and be completely fine. Whether it deserves to be or not. |
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Mods themselves aren't exactly the problem.
The problem is that two rares can spawn next to each other and their combination of mods becomes extremely powerful. When the game spawns these Rare monsters it should spawn them intelligently in order to not allow for overtuned combinations. |
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