T17s utter trash design

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Just throwing this out there, and I understand this is absolutely SC vibes...

I find it really funny when I'm fussing around with collecting loot, and suddenly I drown in a bubble.


I assume this is drowning orbs?

Drowning orbs are annoying, but there are ways to make them less so.

1. Instant movement skill. Blink/Dash out of them makes the action speed debuff managable.

2. The new Aul bloodline allows any build to be up there with the tricksters and juggs and ignore action speed debuff completely. When theres no debuff to actionspeed, its barely noticeable. Screen starts to fade, and you just walk away.


but yes, no one can just facetank a drowning orb (as far as i know). Which is exactly the design philosophy GGG stated when they originally released T17 mods. The point is to make mods relevant again.

Is that annoying for Hardcore? Sure, I guess. Personally, I think POE1 is unacceptable for HC in its current state. I played D3 seasons in HC exclusively and love the excitement that having a consequence to death creates. But the ground effects, visual clarity, complexity, and lack of on death information in POE... yea no thank you.

That being said, I think the design philosophy goal of making some end-game mods relevant to ALL builds is even more important in hardcore. If the game is at a point where with enough time and investment, you can create a hardcore character that ignores all mods and makes playing stress free, then why are you playing HC at all? The point of the mode is to require attention and create excitement.
“Freedom is what we do with what is done to us.”
Last edited by Piousqd#0073 on Jan 9, 2026, 2:53:01 PM
Good points, Pious. Many complaints seem to stem from a desire to not be challenged and for builds to be able to ignore all map mods. For most mods I would say they managed quite well, others not so much (i.e. deal no damage for x seconds every 10 seconds).

They've already revealed they want to review T17 maps and make changes. Kinda excited to see where they're headed there, and between you and I, I don't think they'll become less challenging but rather just challenging in a different way.

My wish for 3.28 would be that they add more layouts. It's getting a little stale
The opposite of knowledge is not illiteracy, but the illusion of knowledge.
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They've already revealed they want to review T17 maps and make changes. Kinda excited to see where they're headed there, and between you and I, I don't think they'll become less challenging but rather just challenging in a different way.

My wish for 3.28 would be that they add more layouts. It's getting a little stale


Yea, T17 mods are definitely on their short list for current content rework, which is a big reason I continue to engage in these discussion. No idea how much of a factor forum rants play into GGG's dev team's consideration, but in the off-chance it matters at all, here we are.


I'm also curious how they handle it. I wouldnt be surprised to see uber fragments collection reworked, or T17 actuals reworked, to appease the loud angry casuals. Now that we have T16.5's, which are effectively harder to roll T17s with good layouts, I dont really care what happens to T17's themselves.

But the hard/rewarding mods that appear on originator maps, that make the juice game worth playing, need to stay, and now more than ever, get more rewarding.

The only reason I'm still playing this league is because I am an addict. If I could, I'd quit. We need the tings back =(
“Freedom is what we do with what is done to us.”
Last edited by Piousqd#0073 on Jan 9, 2026, 3:56:00 PM
the drowning orbs arent so bad i suppose.

neither would shaper beams and stuff if the layouts were better, if your playing a high DPS mobile evasion build these beams go off in tight areas there is no real way to dodge them its kinda dumb.

heres what im talking about specifacally

no damage 3 out of 10 seconds

players throw less traps ( not challenging stupid. bricks builds, yes u can counter with cluster trap still annoying )

Players die after X amount of time.

these types of mods are toxic crap. they disable builds they dont make things harder.

Skill in ARPG games is a combination of knowledge, patience, and positioning. Again, most people running T17s are using trade league. Wtih godly ass gear. Ive done it in SSF it feels horrible. the root problem with POE is its far too bloated.

Scarabs annoying, sextants were annoying, rolling maps is annoying, build disabling mods are annyoing.

Wanna make mods meaningful? keep them simple

example

- monsters deal double damage
- monsters deal % increased damage
- penetrate resistances
- more life

keep it simple but make it super hard. If it still aint hard enough throw in an orb that straight up increases the difficulty of the map and take all the nonsesnse out


and yeah most people who think they are highly skilled PoE players are simply good at trading strategies. Gauntlets and Solo self found is the only true proving ground for talent in this game because trade is overflowing with bots and exploititive farming techniques.

You dont solve bosses by skill and the passive tree its solved by gear for most players and thats a stupid wall to have. Mageblood clusters all gotta go and bring balance back to the game.
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Players die after X amount of time.


You do realize that.....this isn't what "marked for death" does right? There is one single mod that makes you die after x amount of time, and its found on a single unique map (area becomes fatal) that people only ever do once a league. And frankly....its never really been a problem since its creation. Drowning orbs are far more risky than that mod, and you just said they aren't so bad.

No....simple mods don't make them more meaningful, it makes them LESS meaningful and far more forgettable and ignored.

The very fact that YOU started this thread shows that the t17 mods are far more interesting than normal map mods that no one talks about.


GGG is attempting to re-insert the "brain" after years of brainless power creep and thoughtless content play. Thinking and reacting to things happening in the moment is certainly harder than....not doing those things. But that's what you have argued more than once in this thread that you don't want.
Starting anew....with PoE 2
Last edited by cowmoo275#3095 on Jan 9, 2026, 8:30:13 PM
"

Skill in ARPG games is a combination of knowledge, patience, and positioning. Again, most people running T17s are using trade league. Wtih godly ass gear. Ive done it in SSF it feels horrible. the root problem with POE is its far too bloated.


Skill is also recognizing when your build isn't capable of COMFORTABLY running the content you are trying to do. Your SSF wasn't ready for the t17s. You didn't grind enough. In a self-imposed grind restricting mode. Adapting to the challenge YOU chose is an example of skill. Which you simply didn't do, and paid the price.

Man...if you played this game back in 2017 as your profile suggests, you would remember how HARD it was to even make it to t16 maps, grinding away in white maps until you were lvl 80+ because you didn't yet have the gear or the currency to go further. Trying to beat the shaper guardians while dealing 500k damage or less on pretty much every build except summoners.

How quickly we forget the roots of this game.....which is in the freaking name of the company itself, a double entendre that literally describes the entire point of the game: grind.
Starting anew....with PoE 2
Last edited by cowmoo275#3095 on Jan 9, 2026, 8:34:52 PM

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