Monster speed needs nerf
If you're going to slow the players down, slow the monsters down, also!
And please, for the love of god, get rid of those god-awful POE1 Archnemesis mods on rare mobs! Last edited by Aulyx#1181 on Feb 22, 2025, 10:03:19 PM Last bumped on Feb 23, 2025, 11:35:11 AM
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+1 to GGG actually balancing enemies well instead of spamming random RNG bullshit mods on otherwise irrelevant fodder monsters.
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In your dreams :D You accept their "vision" or must find new game :) Im actually playing in KCD 2 and have "fun" 100hours pass and still great game . 50 hours in Poe 2 was awfull and TY all , im out :D
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Part of the reason why most mace abilities feel rough to play imo. When you are encouraged to use combo abilities, it's pretty rough when a lot of mob types can go from fullscreen to point-blank in 0.5sec. So while you're still pulling off the first ability in your 2-hit combo you've already taken multiple attacks.
It's part of the reason why Mace strike on Cultist hammers is an attractive option. Even if Herald+Porcelkrin is toned down Mace Strike on Cultist will still be used. It's an immediate and effective response to something that's directly in your face that does not require any setup to execute. I think Archnem mods are in a good state. Some nasty combinations on occasion, but it keeps the engagements interesting. |
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"...but monsters still playing POE1" (c)
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Mana Syphon is another one of those mods that instantly drains your mana so you are forced into basic attacks.
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