Feedback: Ultimatum should not spawn enemy types that can FLEE from you / beyond the arena

So I was doing ultimatum. Made it to wave 10. 80% bar full.

All the enemies that spawned were little robots that run away from you.

I LITERALLY could not win before the ruin stacks filled because they kept fleeing OUTSIDE of the arena, then getting TELEPORTED back inside. All the while giving them multiple phases of invulnerability and escaping my attacks.

It's bad enough how awful this mechanic is in general, but for it to be capable of spawning next to zero mobs on a KILL MOBS mechanic, and the only 5 enemies that spawn flee beyond your reach repeatedly is garbage.

Please, fix this terrible mish mash of mechanics. You should not lose an encounter because ENEMIES AREN'T SPAWNING because too many are alive, and the only ones alive FLEE BEYOND THE FREAKING RING then get INVULNERABLE TELEPORTED BACK when you need to KILL them.

There was a grand total of maybe 5 enemies as well when this was happening, in a mechanic thats SUPPOSED to spawn ENDLESS WAVES.
State of Beyond Mechanic: https://www.pathofexile.com/forum/view-thread/3568084

State of Blight Mechanic: https://www.pathofexile.com/forum/view-thread/3568078
Last bumped on May 9, 2026, 12:35:22 PM
I might be a bit less harsh, but I mostly agree with this point.

Without being OP at all, my build can handle pretty much all the game’s mechanics, but Ultimatum becomes a real pain in the a** as soon as it’s “slain monsters.”

I’m running a Static Strike build with Mjolner, and by the time I swing, the little robots have already run out of range and it’s over. It’s always the same: I end up chasing them for 2–3 minutes (which is long and not fun at all). Sometimes I manage to kill them, by sheer luck if they don’t escape in time, and then after one or two waves, it’s back to “chasing little robots” while dodging all the traps when there aren’t enough monsters left in the circle. Maybe more monsters should respawn, or something like that…

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