Stop spawning invulnerable mobs on top of the player
There are quite a few mobs (delerium mobs for example) that spawn with a noticable invulnerability timer during which the player cannot damage or target them. This is stupid because it allows those mobs to surround the player (especially because you spawned them directly next to the player) and then they all start attacking the player at once.
Sincerely, someone who just died this hasted bullshit spawning right next to him with invulnerability Last edited by Olovander#1461 on Jan 1, 2025, 8:14:48 PM Last bumped on Jan 1, 2025, 8:18:51 PM
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If it matters I think all forms of "invulnerability" [even if it's limited in time] need to be completely removed from the game.
Personally there are some PoE1 Arch-Nemesis mods that I still consider to be a cancer [Volatile Flowers? among others] that likely will never leave the game. |
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In before "Git Gud" or "Skillz Issue".
This is the problem with no phasing or escape mechanics. Being boxed in is no fun and this happens a bit as well in the rituals or the expeditions where the mobs are attacking before I can even see them on screen. |
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" + There are way too many invuln moves and the invuln persists way too long. So many enemies get 'automatic initiative' on the player in ways that feels inherently unfair. This is yet another mechanics that might make sense for PoE1 blaster master builds which cannot be threatened otherwise but it goes entirely against the supposed vision of PoE2's design. |
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