Flask Siphoner modifier

This monster modifier is really a build destroyer, especially to ward loopers/shatters. That itself is alright, the problem arises when they randomly appear in maps.

Can we please remove this modifier from random monsters and instead move it to be a map modifier such as "Monsters may siphon flasks" or something?

Because right now it's just frustrating.
Also, they probably shouldn't siphon on a distance.
Last bumped on Apr 1, 2026, 6:45:15 PM
I don't mind it 90% of the time; you see the ring and run into melee range of the enemy to not be hit by it. I do see some value in it making running away from a fight potentially challenging in a way the game can often struggle to achieve - if it can keep up with you, it can just burn you down.

I also think the size of the middle of the ring is sufficiently generous. I have never once encountered this modifier and felt like I was trying to stand exactly in a specific pixel to avoid the damage / siphon.

But it is definitely one of those modifiers that can pair with others in a spectacularly unfair-feeling and distinctly unfun fashion. If the monster also has the Frost Walls + fleeing modifier, it feels like the game is punishing you for positioning mistakes you aren't making ibecause 1) you are not the one creating distance between you and the enemy, and, 2) you do not have the ability to run after it.

If either the fleeing modifier was stripped of the Frost Walls or the siphon ring was disabled while the enemy was fleeing, I think it would help the game feel a lot more reasonable. Granted, that second one probably sounds like a fairly unattractive hack - but hey, if it works, it works.
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Last edited by Sarno#0493 on Mar 24, 2026, 9:08:25 PM
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Sarno#0493 wrote:
I don't mind it 90% of the time; you see the ring and run into melee range of the enemy to not be hit by it. I do see some value in it making running away from a fight potentially challenging in a way the game can often struggle to achieve - if it can keep up with you, it can just burn you down.

I also think the size of the middle of the ring is sufficiently generous. I have never once encountered this modifier and felt like I was trying to stand exactly in a specific pixel to avoid the damage / siphon.

But it is definitely one of those modifiers that can pair with others in a spectacularly unfair-feeling and distinctly unfun fashion. If the monster also has the Frost Walls + fleeing modifier, it feels like the game is punishing you for positioning mistakes you aren't making ibecause 1) you are not the one creating distance between you and the enemy, and, 2) you do not have the ability to run after it.

If either the fleeing modifier was stripped of the Frost Walls or the siphon ring was disabled while the enemy was fleeing, I think it would help the game feel a lot more reasonable. Granted, that second one probably sounds like a fairly unattractive hack - but hey, if it works, it works.


I think you're talking about the doughnut guy with mana drain.
The flask siphoner don't have any ring. He just exists and for a ward loop/shatter you generally just instantly die from it if he appears near your screen.

If the monster siphoned your flask on hit, that would also be alright. But this is just upright bad design as it is now.
On this, I agree. It's very much "reflect rares" all over again....something even GGG realized was completely unfair design and removed long ago.

It's a bad oversight that drought bringer still exists in the form it does. Random rare modifiers should NEVER be 100% against any build or archetype, no matter how small the archetype is. There must always be counter play to a random encounter, even if it means the counter involves taking an exorbitant amount of time killing it, or simply running away. Sadly, droughtbringer allows neither possibility when it randomly appears.

These random mods are fundamentally different from controllable mods like map mods or boss mods.
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It also pretty much deletes the whole pathfinder ascendency
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It also pretty much deletes the whole pathfinder ascendency


No it doesn't....it just weakens the ones that take the flask nodes. It doesn't invalidate the entire class though, nor does it even delete the flask pathfinders.

The only builds that are specifically screwed entirely by this mod are the ones you mentioned already. That alone is sufficient reasoning for this mod to not exist without resorting to exaggerations.

The mod's effect on flask pathfinders is similar to a fire skill user encountering a fire resistant monster....you just happen to be weaker, but can still kill the monster. Like the mods and effects that reduce life recovery and someone running RF: its certainly largely impactful, but not outright unfair.
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Last edited by cowmoo275#3095 on Mar 24, 2026, 11:40:46 PM
Drought bringer monster mod is way more annoying than the mana drain (doughnut ring) mod. Mana drain is easy to counter, but drought bringer can be a pain in the behind.
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bump.
Please resolve asap.
Please, just get rid of this mod. Make it a map mod instead.
Just throw out a quickfix, get rid of it by tonight.

Thank you GGG for finally listening.
It's an easy fix to a proper problem.

There really is no way to tell they're flask siphoners and they just randomly appear and when they do, the ward shatter build just instantly dies when they're nearby.

Please, just delete this crap.

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