Map Bosses with Energy Shield, Invulnerability Phases and Deadly Evolution, Atlas node interactions

For those who are unaware of what "Deadly Evolution" currently does with this version of the game 0.1.0e or at all.
"
"Rare and Unique Monsters in your Maps have 1 to 2 additional Modifiers"

This can be voluntarily picked by the player on the endgame atlas tree, offering increased rewards(more modifiers = more loot) for the additional risk(more monster modifiers = arguable difficult monster encounters).

This means out of the possible pool of rare monster modifiers, this grants Map bosses(uniques) who are found in your maps to have 1 to 2 of said modifiers.

Tl:dr - map bosses having map modifier energy shield and/or energy shield aura + invulnerability phases + not having enough damage(tank build) = can't complete

The Sun Temple map template
Spoiler
a boss fight from act 3
was the first encounter for PoE 2 where I've seen the boss have an energy shield.
Normally I don't mind this type of addition for the payoff for risk vs payoff.
Last Epoch did a great version of Energy Shield integration when they had it on their Unique encounters and endgame system.

My expectation was that they learnt from this first occurrence of the upcoming issue.
The solution being that the boss does not regenerate their energy shield whilst in these invulnerability/immunity phases.
However for PoE (1 and 2), it seems it was not going to be the first time and only time that this type of oversight/hurdle showed itself. With their "Pinnacle" and "Uber" bosses on PoE [1].
Where the player was/is forced to abandon or unable to complete that fight due to lack of player power for most cases, compared to lack of understanding of a boss(es) mechanics.

This cross interaction with - energy shield aura(from the atlas node) where a map boss gains a energy shield(normally X% amount of the monsters life)
- in combination with a (energy shield aura + the possible rolled waystone modifier
(for monsters in the area to gain 25% of their max life as extra energy shield))
- and when possessing an energy shield, inherent regeneration occurs.

This then exacerbates this issue, incentivising the players to go damage scaling based builds(it being the only way to succeed) vs encouraging the player(s) who have built a sufficient enough defence to endure and overcome just to lose for lack of damage and attrition.
If the player has insufficient damage to take down the barrier before the next instance of the invulnerability phase.
The fight will be moot for those lacking the damage, unable to progress wasting the players time and forcing them to either die, or abandon the fight via exiting to character select and waiting for the instance to unload.
The introduction of an energy shield mechanic would most cases "brick" that fight/instances where the lowest of damage characters would be filtered out.

I have not fully fought the current singular pinnacle boss for the PoE2 nor the guardians that are needed to be fought to access it.
However I imagine with the increased health pools and similar mechanics from the story line, there will be additional occurrences where this reoccur for those who didn't go down the full damage path.

Now since the game direction of the second game (at least heavily emphasised )was to not have stupid amounts of damage blasting your way past all of the encounters in the game. Meaningless dying to blast opponent down until they destroy it whilst a slower careful approach is punished. (how currently PoE1 is and unknowingly? developed itself towards).
This needs to be managed carefully or this will end up down the same path whilst looking nicer visually compared to its older brother.

If this was intended and this is just a possible skill issue. I can understand this can be viewed as a rant but I think in this case, I don't think it is.
Anyway just voicing a possible issue if it needs to be addressed.
Other than that, PoE2 does feel quite good at this stage and I'm in apprehensive excitement for the future. :)

Thanks

[1] I did try my hardest to try and locate the patch and reference it as such that was shown in the first game to highlight a similar issue that I think was addressed in roughly 2022/2023 but despite using a website (https://poepatchnotes.com/) created by reddit user domper (https://www.reddit.com/r/pathofexile/comments/13juzbc/poepatchnotescom_every_path_of_exile_patch_note/)
to briefly overview the patches and hopefully find what the user is looking for.
Last bumped on Jan 9, 2025, 8:22:46 AM
Can confirm on map bosses. Fought boss with extra shield modifier on waystone and es boss modifier. While it hadn't bricked me, i barely beat the boss ad his es was really huge.

Another pesky combo of modifiers is siphoning mana and proximal tangibility. This one bricked the map for my monk, and probably will do the same for everyone else.

Can't think of good enough solution, but this topic should be seen by dev team

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