Nerfing Defensive Archnemesis Modifiers
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I've been having a blast! I have not really had issues with archnem as much as others.
I would however like a happy and large player base in my favorite game! So I agree with these nerfs. |
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I'm just wondering, seeing how this league started and alot of other leagues be4 this, why doesn't ggg have a beta test like 2 weeks be4 launch?
Get like 50 or 100 ppl which you can sighn up for on the forums, and test what they have sofar, and give feedback on the balance. Give them like 4 or 5 days to make a char and run trough the game. Let them sighn a simple nda and you'll tackle most of the problems. I bet loads of ppl will volunteer to do that, and the only downside is you get a few ppl who know how to tackle the changes in the league a day ahead of everyone else. But that shouldn't be a problem Since one day after launch there will be videos explayning how to deal with all the changes in the league. |
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" And you didn't kill Kitava yet. |
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" Haha yeah I noticed the same thing... Hard to give constructive feedback when they haven't actually played the league yet. |
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Third League in the row with the same problem over and over! Archnemesis! What ever you do this can kill you in one shot! Frustrating? Its makes me angry!!!!!!!!!!
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" They also deleted all their characters and made a bunch of lvl 1 troll duelists. That's just a troll. A troll that's been around since 2016 and hasn't touched Exarch, Maven or Eater. |
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how about just deleting arch nemesis instead? its a legit bad mechanic.
B E E F
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So just my two cents here, but I think the core issue everyone really has with archnemesis is that you don't actually have any player agency around what you are fighting. If archnemesis was ONLY present in things like essence monsters for example I think it would be a LOT less hated. But as it stands, there are extremely dangerous monsters that pop out of nowhere and can sometimes even one shot you and there is no player trigger for it other than playing the game.
A big example of this type of thing is the fact that you can now "block out" content you don't want on the atlas tree, but you can't "block out" archnemesis rares... and it makes it kind of miserable to play when there is that constant danger that you have 0 control over. IMO half the fun of poe is being able to carefully tweak and prepare your character to overcome huge challenges, and it is REALLY fun when it is constrained to player choice, such as shaper, elder, Sirius, and nearly all league content. However, I think that historically the things that have not been attached to player agency are the ones that drive the most hate in the community. I remember everyone getting pretty fired up over the Sirius invasion into random maps for instance... it was something that players couldn't control whether or not they were challenged. To wrap things up, I think if you added some sort of lever for the player base to pull to enable archnemesis instead of shoving them into all content it would make things a ton better, otherwise removing it entirely would probably also work, but I know you guys worked hard on it and don't wanna see it go. |
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I see, gonna test it today, that specific aspect wasn't too bad, except on like an essence. I think most of my problems were not from regular rares, but from stacked mods on league-specific rare monsters like essence expedition or blight.
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Since this post is on the topic of Archnemesis mods, I won't parrot the rest yelling about loot and harvest. It still feels a bit off in general but hopefully that will get tuned. Definitely needed more testing.
No, I want to talk about Archnem. While these defense nerfs do help slightly, they don't address certain outliers or really the main issue with their defenses, which is stacked layers of defense. Soul Eater being the most egregious. If information on the wiki is to be believed, rare enemies by default have a 33% damage reduction modifier. Damage(1)*Resistance(0.25)*RareDefault(0.67)*SoulEaterDamageReduc(1-0.05X, assuming 90% cap(which is only 18 stacks...) so 0.1)*Block(0.76/0.6/0.4) Soul Eater, Resistance mod, Sentinel, capped block (75%, 80% effect(60% less average damage)) 1*0.25*0.67*0.1*0.4 = 0.0067 -> 0.67% average damage taken Soul Eater, Resistance mod, Sentinel (50% block, 80% effect(40% less average damage)) 1*0.25*0.67*0.1*0.6 = 0.01005 1% average damage taken Soul Eater, Resistance mod, Bene Guard (30% block, 80% effect(24% less average damage)) 1*0.25*0.67*0.1*0.76 = 0.01005 1.27% average damage taken Soul Eater, Resistance mod 1*0.25*0.67*0.1 = 0.01675 1.67% average damage taken Of course these values are before resistance reductions and penetration and ignoring all other sources of mitigation or increased damage taken, but you get the idea. If I've got something wrong here, apologies. Soul Eater stacks ramp up very quickly and have NO CAP, though I assume that any damage reduction is capped at 90%... Right? Maybe? (doesn't feel like it.) In most scenarios there is no counterplay to avoid them getting ridiculously stacked. They'll pour out of an abyss, a breach, in the middle of an expedition or incursion, get all roided up with 40-100 stacks instantly and become near unkillable murder machines. If it also has leech or regen, gg. In my humble opinion, Soul Eater archnem mod on rares should cap at 10 stacks, or 20 with damage reduction reduced from 5% per stack to 3%, or 2% like the unique boss version. (please cap their stacks too, I hate having to deal with burial chambers when playing minion instability builds. Soul Eater is simply anti-fun to play against.) If you don't want to cap their stacks, please at least have the stacks fall off similar to virulence, that way players can at least have some means of counterplay by avoiding the enemy for a short time. I would also like to see Lightning Mirages be changed to either spawn randomly around the player at a certain radius (maybe 1/3rd-ish distance to edge of screen?) or to spawn from the monster itself. Having them spawn directly inside the player model, especially with mtx going strong, they are easily missed and if the sound effect is lost in the cacophony of other combat sounds, the player can simply explode without warning. Not fun. Lightning Mirage and those annoying dark crystal lightning pylons that cluster around you and explode are extremely oppressive for non DoT builds that don't just run circles around things without having to stop. Crackling lance has been an absolute delight to play with these. The pylons spawn far too rapidly when encountered as a magic pack, they also seem to spawn well off-screen from the monster that created them, even when not in combat with said monster. My two cents. |
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