River Hag OP

Mobs like the River Hag are WAY too Gibby.

For those whom don't know the River Hag is a female zombie looking mob which spawns water orbs and swirls that slow and just instantly kill you if you stay in them too long (2-3 seconds).

There are game systems that do not work well together here. We cant have a gibby ARPG with tight corridors and surrounds, and pair that with an importance on movement, dodge, and positioning. Elden ring wasn't good because we had to fight the Elden Beast in a hallway full of rocks and trees.
Last edited by Ner0suM#7473 on Jan 4, 2025, 11:39:26 AM
Last bumped on Jan 27, 2025, 5:20:28 PM
Game Mode: HC SSF
Hours on Record: 483
Character: 72 Chronomancer (dead, River Hag), 55 Chronomancer (dead, River Hag)

This topic has likely been raised before, but the near-instant drown mechanic has made me hesitant to continue playing, as I exclusively play HC SSF.

First Death: At level 55, I died to a River Hag. I had no idea what the water globe mechanic did, even though I was 20 levels over-leveled (returning to kill the Lava Boss). The encounter came as a nasty surprise.

Second Death: At level 72, while mapping T4, I was killed by what I assume was an offscreen Hag near water at the edge of the map. I couldn’t see anything, just noticed my screen flash. I instantly used Roll and Time Freeze, but it made no difference—I was dead within seconds.

I understand that avoiding the Hag’s mechanic is relatively straightforward under normal circumstances, but eventually, situations arise—like offscreen Hags or odd map layouts—that feel fundamentally unfair.

As a hardcore player, I heavily invest in defenses. A mechanic that bypasses all defenses and kills almost instantly feels counter to the spirit of hardcore mode.

Despite being hyper-vigilant after my first death to a Hag, dying again in such a way drained my enthusiasm to continue. I strongly urge you to consider changing this mechanic. Avoiding entire areas of the game because of one mechanic isn’t enjoyable. I wouldn’t mind if it dealt significant damage, but an instant drown mechanic is incredibly frustrating.

For now, I’ll be stepping away from the game until this is addressed.

I’ve always appreciated how GGG understands what hardcore, SSF, and Ruthless modes are all about—the gritty struggle where difficulty feels fair. This mechanic, however, seems to deviate from that philosophy and feels cheap.
Exiles can fight demons and zombies no problem, cant hold their breathe for a few seconds to roll out of a floating ball of water.

PoE2 bad
Based river hag
"
Game Mode: HC SSF
Hours on Record: 483
Character: 72 Chronomancer (dead, River Hag), 55 Chronomancer (dead, River Hag)

This topic has likely been raised before, but the near-instant drown mechanic has made me hesitant to continue playing, as I exclusively play HC SSF.

First Death: At level 55, I died to a River Hag. I had no idea what the water globe mechanic did, even though I was 20 levels over-leveled (returning to kill the Lava Boss). The encounter came as a nasty surprise.

Second Death: At level 72, while mapping T4, I was killed by what I assume was an offscreen Hag near water at the edge of the map. I couldn’t see anything, just noticed my screen flash. I instantly used Roll and Time Freeze, but it made no difference—I was dead within seconds.

I understand that avoiding the Hag’s mechanic is relatively straightforward under normal circumstances, but eventually, situations arise—like offscreen Hags or odd map layouts—that feel fundamentally unfair.

As a hardcore player, I heavily invest in defenses. A mechanic that bypasses all defenses and kills almost instantly feels counter to the spirit of hardcore mode.

Despite being hyper-vigilant after my first death to a Hag, dying again in such a way drained my enthusiasm to continue. I strongly urge you to consider changing this mechanic. Avoiding entire areas of the game because of one mechanic isn’t enjoyable. I wouldn’t mind if it dealt significant damage, but an instant drown mechanic is incredibly frustrating.

For now, I’ll be stepping away from the game until this is addressed.

I’ve always appreciated how GGG understands what hardcore, SSF, and Ruthless modes are all about—the gritty struggle where difficulty feels fair. This mechanic, however, seems to deviate from that philosophy and feels cheap.


hi this just happened to me and I feel the same way.
The orb isn't quite so bad. It spawns close to the hag and moves slowly. As long we have clear visibility, it's very easy to avoid. It also makes the screen wobbly, so it's clear when you're in its range, but it slows you down so much that it's basically too late by the time you notice.

The swirl is less damaging and has a lower slow magnitude, but it's still a threat, in particular when a foreground decor component hides your character. In contrast to the orb, it's not a slow moving projectile but an instant spawn at your position. It is cast from a long distance, often way off-screen, and doesn't give any hint at the location of the caster. You also don't have a visual indicator that you're being drained aside from your melting health bar.

This is rarely a problem when only one is spawned, but being targeted by multiple hags at once makes things deadly as they continuously cast it at your exact location. Couple this with a swarm of lesser enemies to lock you in place and these two spells can melt a character in a couple of seconds.

I'm not advocating for removing this mob, but please at least make sure that fields are clear of foreground elements that can mask these spells.
Happened to both my SSF chars also, not fun.
First time when you get before the altar of filth zone.
Stepped in with my slow perfect strike nuker.
75 allres including chaos, big hp pool as gemling str stacker.
Deleted everything up until now.
First pack I instantly die while charging my first perfect strike.

We looked on the stream review and saw that an orb spawned on me and killed me within the perfect strike window. INSTANT death is the problem.
I am fine with it being a mob to counter slow immobile champs.
But instant? noo. Make it deal huge damage over time or anything beside instant.
There is no counterplay. Beside being a ranged character.

Second char, speed run past all zones with hags since it havent been fixed the first month which I would assume would happen.

Stepped into a swamp map and did a shield charge towards a pack, orb spawned ontop of me and I DIED WITHIN THE ANIMATION OF ENDING SHIELDCHARGE.
Lv 77, 1k hp 10k ES, again 75 all res. Just deleted, no counterplay.
Not fun when you spent insane amount of currency in SSF to roll your gear.

I love you as company, stuck with you since Beta. I will stick with you now aswell because I know deep in my heart that this will be fixed before launch.
BUT
Until it is fixed I am no longer willing to put down time and effort for a non counterplay mob. That kills you instantly (without modifiers)

Imagine meeting a hasted or shroud-walker or even temp bubble *scary* that just anime step behind you and rasengan your ass back to the beach.
In temp bubble even your roll would be to slow.
Melting Snowflakes Since 1987
"
Qna#0480 wrote:
Happened to both my SSF chars also, not fun.
First time when you get before the altar of filth zone.
Stepped in with my slow perfect strike nuker.
75 allres including chaos, big hp pool as gemling str stacker.
Deleted everything up until now.
First pack I instantly die while charging my first perfect strike.

We looked on the stream review and saw that an orb spawned on me and killed me within the perfect strike window. INSTANT death is the problem.
I am fine with it being a mob to counter slow immobile champs.
But instant? noo. Make it deal huge damage over time or anything beside instant.
There is no counterplay. Beside being a ranged character.

Second char, speed run past all zones with hags since it havent been fixed the first month which I would assume would happen.

Stepped into a swamp map and did a shield charge towards a pack, orb spawned ontop of me and I DIED WITHIN THE ANIMATION OF ENDING SHIELDCHARGE.
Lv 77, 1k hp 10k ES, again 75 all res. Just deleted, no counterplay.
Not fun when you spent insane amount of currency in SSF to roll your gear.

I love you as company, stuck with you since Beta. I will stick with you now aswell because I know deep in my heart that this will be fixed before launch.
BUT
Until it is fixed I am no longer willing to put down time and effort for a non counterplay mob. That kills you instantly (without modifiers)

Imagine meeting a hasted or shroud-walker or even temp bubble *scary* that just anime step behind you and rasengan your ass back to the beach.
In temp bubble even your roll would be to slow.


Damn bro, this needs to be fixed, its causing non skill issue related deaths

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