Unkillable mobs suck.. get rid of them

Yah I got more movement speed on my character now so learning to just skip the ones that take too long to kill cause there is no benefit to it.

The only problem would be when its in things like the ritual or delve as they it can be costly.

Yah I saw the reduce enemy regen passive and was thinking of getting it cause it is true that it is often the rares that have regen mod that take a long time to kill or are unkillable.

But I haven't tried it yet, I think the main problem is my weapon is bad, haven't been able to get an upgrade to my weapon since the end of the campaign and now I'm at red maps. Went through what thousands of weapons looking for an upgrade and every attempt to craft better has failed. I do not enjoy crafting in this game, I think it is legitimately bad and not fun, its perhaps giving it way too much credit to even call it crafting as its just randomization where the main thing you would want like I dunno damage on a weapon seems to be the rarest possible thing.
"
Ketherina wrote:
I just dumped this league. Love the league mechanic, but the game itself has become retarded.

Yellow rares, stronger than the area boss, seem to have been buffed. Deeply not fun to be surrounded by four or five of these. Running away, if you can, is the only tactic, and that's not good game design.

Half a second or less damage over time deaths? Not fun.

Additionally, queues this league seem to vanish real quick, and I am pretty sure it was to do with how easy it was to die in the very early areas. The rebalance of defence seems to have screwed the new players horribly.


Just getting so tired of retarded over-tuned rares. Someone get a grip, please.


Same first char died today, HC lvl 82 with tons of regen overcapped res with node my Res cant be lowered by curses etc. With my minions leech 1K life to me + vitality regen, with the reduced critical strikes 50% on me.

GTFO GGG 2 spinning orbs that spawn lightning orbs with extra chaos damage unkillable for 10 minutes...me having also tempest shield on so no shock on me. And despite keeping my distance got insta shoted just by getting abit closer and minions getting rekt with ress regen on and leech and 20K life +. And on top of that only Tier 6 MAP from a minerals spawn you charge for town resources.

This is one of the reasons i don't support POE 1 anymore.

GGG thank you for destroying POE 1 with rare yellow mobs stronger than Uber bosses. They dont even try to make it fun anymore just pure random shit slapped together.
GGG thank you for all the great things you are doing. You have combined every element of all other great Rpg's and joined them together as one Diamond, that will shine Forever.

This is coming straight from the heart <3
Last edited by Farystar on Aug 14, 2024, 5:54:23 AM
Yah the verisium spawns are brutal, even if I only charge the verisium half way what spawns out is still stronger than anything else in the map including the boss.

I also got the impression it doesn't respect what map tier/level you are in cause the spawned mobs seem to be much higher tier.

As for hardcore mode.. I don't see how anyone plays that, for one thing the lag is the primary killer I have died to lag multiple times and for the other thing there are endless things that can one shot you including boss abilities and map modifiers that nullify your defenses. I think this game is just not designed to be played hardcore at all.

Like there are map modifier combinations that can amp the damage potential by 2x,3x,4x+. Then there is also reflect. A few times I have not noticed the reflect mod, go into the map and press one button to attack the first white mob and insta die to reflect, and I am using the 50% reflected damage reduction thing as well and it doesn't matter.

Lastly I think another issue is the speed of the game, its too fast and there is often not enough cues or it is obstructed by the visual noise or they are simply no cues at all for what is happening, like if you get corrupted blood, the time from when it is applied to when you are dead is like 1 second and even if you clear it from a flask, well the enemy can just reapply it immediately and your flasks don't refill that fast. So the only viable solution to that was to make my character immune to it, as there are some options on the passive tree to be immune to bleeding/corrupted blood/poison. So currently I got my character immune to poison and corrupted blood which helps a lot.
We need a new affix for utility flasks with a: "Hits reduce enemy healing effectiveness by ~50%"

:D
Last edited by Gordyne on Aug 15, 2024, 10:09:12 PM
"
Farystar wrote:


This is one of the reasons i don't support POE 1 anymore.

GGG thank you for destroying POE 1 with rare yellow mobs stronger than Uber bosses. They dont even try to make it fun anymore just pure random shit slapped together.


some mobs suck the living fun out of the game for me.

recently i relearned how much i hated lightning mirages.

with everything going on and the various effects, fuck me theyre almost invisible.
[Removed by Support]
I tend to run either super high dps builds that delete full stack soul eaters in 100% delirium or tank builds that can afford to spend five minutes fighting them without seriously risking dying but even so I do agree that the main issue is combinations of mods. They block allowing overpowered combinations of mods on gear to prevent players from breaking the game even harder than we already do, there is absolutely no reason they could not do the same to rares. Fighting an adaptive resistance soul eater hasted life regen rare that popped up in the middle of a harbinger should not, quite frankly be possible given how those mods interact and took me more than a minute on a build that instaphases ubers but that is how ridiculous those stacking mods can get.

The simple solution is give the problem mods affix types, soul eater is a speed and defense mod and cannot spawn with other speed or defense mods, life regen and leech are recovery mods and should not be able to spawn with defensive mods and so on.

GGG has always sucked at balancing rare affixes but they seem to have entirely given up, the so called soul eater "nerf" was only a nerf in that it has an eventual cap and if there is nothing dying nearby it will eventually lose its defenses but makes it even tankier even more quickly. Of course this is ignoring the absurdly rippy offensive mods that make dealing with the overloaded defensive mods even worse, like mana siphon or lightning totems (there is absolutely no reason that each totem hits as hard as the explosion of exploding orb and mana siphon should not roll on any mob that is not point blank melee with no disengage or repositioning shenanigans).
Last edited by CarbotZergling123 on Aug 15, 2024, 11:33:07 PM
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the main issue is combinations of mods.


as a tru melee, there are times i get a mid range mana siphoner with lightning mirage.

if i dont delete it instantly i feel like deleting the game.

its really amazing tho. some mods like "enrage" affect both the enemy and the player IRL.

GGG wont do anything about this tho as they're happy with leaving everything by chance.

to them they like players having "memorable" experiences.
[Removed by Support]
"That one affix honestly ruins entire mechanics all on its own." - Yup, that's soul eater for ya. Have been barely managing lately with it. It's still brain dead even if you can barely handle it, sitting on a mob just holding down attack button for 5 minutes. Truly thrilling gameplay. Met many immortal ones, often skip them especially in delve with the cart, not viable.

"rare yellow mobs stronger than Uber bosses" - Yeah, It's been like that for a while. If you don't have an OP build, you are pretty much screwed.

There is something extra weird though. There are some mobs that are literally immortal to my phys/bleed char. Normal endurance charge mobs. They stack a few charges and that is it, they take 0 damage. I'd like to think it is a bug. Or I guess some nonsense combination of mods.

In general, there are like 20 different mechanics and ailments your build needs to handle somehow, and it's extremely hard to impossible to put solutions for at least most of them in your build, while also getting enough damage.

And let's not look at streamers with OP meta builds who play the game for a living as a benchmark for what is the norm. (I am level 99 atm btw have made hundreds of divs and I make my own builds without looking at anyone else, just to show I'm not speaking out of my ass due to sucking)

I do think the new league helped defenses though and it is definitely better thanks to getting more life and more raw defenses on gear.
"
Jitter912 wrote:
Spent 5 minutes face tanking a mob i cant kill .
I cant leave either ... im in an event ....

1) Trapped in a circle with a mob that regens faster than i can kill it.
I just melted the whole screen ... Ohh look another AN GARBAGE mob.

2) Trying to stop the mobs from killing the tree as part of the league mechanic ... ohh joy it killed the tree in 15 seconds.... i then get to continue fighting it for another 4 minutes

3) Contagion, ED , Golem , Void Sphere , Soul Rend Totems all going off on it ...
all at the same time ..... not even dropping the regen on the shield..


These stupid mobs are cancer

fun
https://youtu.be/mXVbabUybwo
so good
https://youtu.be/Ks6lF9GyzPQ

Skill issue. There is no such thing as "unkillable" in this game. Just bad or unprepared builds trying to do something they're not good enough / built for.
Unkillable only occurs when you roll the wrong combination of mods for your build, but rares stronger than ubers are distressingly common. Soul eater and life regeneration mods in particular tend to be the worst offenders, alone either is obnoxious, together they make a nearly or actually, depending on the exact build and your dps, unkillable enemy running around with a ludicrous amount of ias. Before you say something about run away and let the stacks fall off, that doesn't work in the situations people complain about soul eater in, which is mostly delve and other super high density content and/or builds that summon minions, whether actual minion builds or builds like wardloop that trigger a ton of incredibly short lived minions and leave soul eaters permanently at 45 stacks.

Not many people are advocating for the removal of soul eater, although it might be reasonable to do so given how much more powerful that mod is than basically every other rare affix. IMO the best solution would be to just not let soul eater roll with life regen mods.

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