Nerfing Defensive Archnemesis Modifiers

Sadge... Still not the issue being fixed. GG GGG.
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Vinrog wrote:
Please do not revert anything. I like archnemsis and look forward to a greater mod pool in the future(poe2). Exponential scaling sucks but the rework and diverse challenges are a good refresh to gameplay. A game that is not dangerous is a game hardly worth playing. The old monster mods were generic and stale with extremely predictable gameplay. Archmenisi helps create more unusal fights.

There was consensus for years loot/drops needed to be improved. If it is undertuned and needs more work that is no reason to go backwards becasue there are problems. Get it reworked in time for poe2 instead of being stuck with a sub par system developed two decades ago. Its not like they can cry any harder at this point.

I play many games and it is almost always the same. An existing undercurrent of disatisfaction, often that has nothing to do with a particular game. Then it blows up and the malcontents latch onto even the most minor things and create drama. It is usually bullshit and usually has conseuences that far exceed the original problem. I do not think anyone really wants a game that is boxed in and doesnt risk trying new things. This is how games stagnate and die. This is what makes people go looking for new games, because games that play it too safe are boring and do not change enoguh to keep people interested.

PoE has exceeded my expectations 100 times. The game that it could be in the future is worth almost any level of tuning errors in the short term. People who cannto deal with that are idiots and I think probably lookikng for a reason to not play, maybe becasue they have been playing too much.



Yeah POE is a roguelite game now, keep the changing the game completely to POE2
Fix loot first
Archnemesis, at least the name fits.

As it is the Archnemesis of players and of a successful product.
I just wanted to add an example of what the game feels like. Does anyone remember diablo3 at release? Players started running into areas opening chests and avoiding enemies because it was too dangerous and time-wasting to fight them. And everyone hated how impossible it was to progress.
It's almost not quite that bad in all the same ways, but it's very similar. Some people are having good luck and others are just getting destroyed by rng.
Come on, do something about [Drought Bringer ].
This mod, which spews the strongest debuff against Flask, kills builds that rely on Flask.
It is very unpleasant and if you don't have overwhelming DPS, you have to run away.

Or make it more discernible and show the range.
If you don't do that, turn it off. Really uncomfortable.
I don't use forums normaly but i want to say drops are really bad for me on this season .. did 115/115 maps and keep farming but zero income like not even single exalt/divine/good uniq/rare .. i mean yes i get some chaos and can buy them but what is the point of the playing game and fun when you get nothing excited you ?
Please stop it with the specialized monster defenses. Why should a player be penalized to spec into a specific element? This game is not like diablo, where multiple skills are used, sometimes with different elements, that can mitigate monster resistances to certain elements. POE's gem system, on the other hand, usually forces the player build around one single damage dealing skill/element. It feels real bad when you're cruising through a map and you come across a random rare that you can't kill or takes an absurd amount of time to do it. There's nothing worse in a game about killing monsters when you have to run away from one. These changes look like they will help a bit, but it still looks like rare mobs will take longer to kill than map bosses. And that to me, is really ass backwards.
GGG, do you play with your game, more than some hours? Hard game is not entertaining!
This may fix archnemesis, but I think crafting is bricked. It is pretty much back to stone age essences and delve fossils (not the crafting we had in delve, but the nerfed version).

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