Nerfing Defensive Archnemesis Modifiers

USELESS

how does this fix the loot?


it does not.
This isn’t enough.
We need loot and normal harvest crafting.

This is absolutely not enough and you can see it in the fall of online.
So why was this needed again?
You, Chris, posted the 3.18 thing with "We tested it extensively, and were happy with the level of difficulty when we released it"
That was before cutting AN health pool for the first time, removing 5 AN mod monsters as such from the spawn pool. Followed by cutting AN mods again in 3.18.
Now you release 3.19 and you're cutting AN mob life and defenses again?
What happened to the people that tested the mods extensively in 3.18? Did they suddenly discover urgent family business and couldn't playtest 3.19?

This does nothing to fix minions or the fact most of the playerbase can't sustain simple alchemist orbs for map alching. And don't get me wrong, I think the guys actually doing the work are hard at it, it would be difficult to blame them. But the guys that cut 90% of loot quantity from legacy league mobs and gave nothing in return? The guys that did harvest rework? The people that oversaw these changes and said "Yeah, this looks ok"? Maybe those people need a reality check.
It is nice to see that you are trying to address all the common critiques.
I still feel the need to point out that the previous issues such as harvest crafting and the lack of loot are still valid and I would like to invite you to revisit them.
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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.

And usually the satisfied people don't speak up because we are satisfied and see no reason to complain. That's what makes the unhappy people feel so empowered.

I completely agree with you. I feel more confident in the vision of GGG with every league since the harvest nerfs in 3.13 (Ultimatum).

I always compared Monster modifiers to D3 and they had much more defining mods such as molten and lasers that were visible and engaging. Old PoE monster mods were as boring and stale as old master missions before 3.5 Betrayal were.

Archnemesis is a good thing, just needs a little more tweaking here and there. I am fine with the temporary annoyances if it means that in the long run (PoE2) we get a high quality result that outdoes other new games in both content and challenges.
Arian Synthesis of G3
Thank god! I honestly thought Archnem was at an almost acceptable place towards the end of sentinel still needed a little tweaking but was getting there.

So far in my groupfound at the pace we are getting gear uppgrades/progressing there are so many combinations that outright "bricks" our build trying to fight these mobs.

Imo there should be an atlas passive that adds 1-3 archnem modifiers to mobs so the people that enjoy fighting a metal wall can do so out of choice. And the basic archnems should just be locked to 1 modifier.

They mess up the feel of progression completly as an example i got to t8 or 9 maps when i was progressing my atlas, sure my gear were far behind compared to other leagues at this point but i feelt like it should do untill maybe pushing t11's.
I would get archnem mobs proccing during blights that would not care at all what i did to them i was not even close to killing one before it just walk straight through and slapped the pump. Passing by me the thing almost oneshot me when i tried to gandalf it.

A bit later on the same blue rolled map with no dmg modifiers, i had 0 problem with the rest of the content outside 1-2 archnem mobs that just took no damage at all and the boss died in a few hits, i even let him hit me a few times to double check where i stood with gear. i could prolly tank around 5 to 6 hits depending even more so if i was leeching when i was attacking back. granted i killed him probably around 5 secons while the previous archnem mob outside the door took me 1-2minutes of hitting.


Biggest problems we have noticed is that we tend to just pick a skill and play around that skill. We avg around 10k+ hours probably more and we tend to get stuff done either in ssf/groupfound just a refrence point for when i say some of the builds we tried we just had to reroll, sure we could prolly crawl our way towards 90+ and 16's if we really wanted but they feelt really bad. And when things feel that bad in the state with gear vs archnem modifiers you kinda have to reroll and do some superstrong skill just to get the previous char some gear and bump him to the point it feels smooth playing. And that is the sadest part.


Last edited by XyD#6010 on Aug 25, 2022, 3:54:13 AM
Come on the cry babies win and now Headhunter becomes worse because of it.

"
Archnemesis modifiers are meant to make combat more challenging.


Yes i respect that , Chris. But AN mods should have never replaced the old rare mods, especially in mechanics that pop out lots of rares like Heist,Ritual,Blight,Ultimatum.

I assume it's too much overhead to maintain both rare mod pools at the same time, which would make sense.

But instead of nerfing AN to the point that it's irrelevant you may make it a separate league mechanic itself again, and allow players to have a choice to engage in these uber rare encounters.

Or at the bare minimum reduce the amount of rares massively in encounters that regulary pop out lots of rares.
Masterpiece of 3.16 lore
"A mysterious figure appears out of nowhere, trying to escape from something you can't see. She hands you a rusty-looking device called the Blood Crucible and urges you to implant it into your body."

Only usable with Ethanol Flasks
Haven't found any mentions regarding WHY: why the hell did you make them so strong? We already had Sentinel league where AN monsters were nerfed 5 times. And here we go again OP monsters which killing which is killing all fun/

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