40% temporal chains. Who is making these decisions?

I have %45,66 MS and if hit this curse i believe it stops me like %80-90. Plus duration is absurd. Not even mention you can't dodge roll it when circle curse appears before explode. Not everyone plays with "Blink" this game. Yet not everyone is riding Rhoa nor 1 button screen clears. Enfeeble and Elements are already a "debuff" for a map.

Get rid of anything that slows the game...
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There are ways to mitigate it. Chest slowing potency implicit, slowing potency corrupt on boots, node on the tree for less effect of curses, campaign reward, sell/vendor/disenchant waystone...

Yes. And you missed the biggest one of all. The new Craiceann's Rune of Warding.

These forums have become so tiresome with the whole "everything that I don't like should be removed from the game" mindset.
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plz#2115 wrote:
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There are ways to mitigate it. Chest slowing potency implicit, slowing potency corrupt on boots, node on the tree for less effect of curses, campaign reward, sell/vendor/disenchant waystone...

Yes. And you missed the biggest one of all. The new Craiceann's Rune of Warding.

These forums have become so tiresome with the whole "everything that I don't like should be removed from the game" mindset.


These forums have become so tiresome with some posters defending every bad design decision and telling the players who give feedback tough shit.

As another poster said, the workarounds for temporal chains is like solving the problem of stepping in dogshit.

For me what's rough about the ground curses is they're frequent, fast-activating, big area, *and* long-lasting. If they were only three out of four I think they could be a fun mechanic that changes up the way you play a map.

But right now it feels kinda bad to anticipate it, dodge right on time, get cursed for 20 sec anyway. And this is my experience with a spear huntress. I can't imagine how frustrating it would be on a mace warrior.

There are ways to mitigate this - debuff duration reduction, slow effect reduction, curse effect reduction. But damn we already have so many other problems to solve with our gear and skill points, and so many fewer tools than PoE 1 to solve them.

PoE 2 is already a little skewed towards using skill points to feel less weak, rather than to feel more powerful, and this is more of that. This is the type of mechanic that imparts a glass-half-empty feeling that can wear down some players over time.


At the end of the day, I think these curses as currently implemented fall in the category of 'kinda balanced but not that fun.' Being able to shrug them off feels a little neat, and being unable to do so feels really awful. Is it worth it?
"

But right now it feels kinda bad to anticipate it, dodge right on time, get cursed for 20 sec anyway. And this is my experience with a spear huntress. I can't imagine how frustrating it would be on a mace warrior.


Don't worry about the warrior. We have Time of Need.
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plz#2115 wrote:
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There are ways to mitigate it. Chest slowing potency implicit, slowing potency corrupt on boots, node on the tree for less effect of curses, campaign reward, sell/vendor/disenchant waystone...

Yes. And you missed the biggest one of all. The new Craiceann's Rune of Warding.

These forums have become so tiresome with the whole "everything that I don't like should be removed from the game" mindset.


First, do you remember one of GGG's favorite points when they nerfed or replaced passive node or unique or synergy? "It felt too mandatory to use", said both in poe1 and poe2. Current situation of all characters with all builds now having another mandatory checkbox in the form of curse resistance or slow resistance is bad by that same GGG logic they've used on us in the past.

Second, do you remember many topics about ele weakness or vulnerability or enfeeble here? With our oneshot fiesta balance other curses can be just as deadly when it comes to RNG, yet only Temp chains gathered so much negative feedback ever since 0.1. This is because slowing players in a game centered around dodge roll and being on the move 100% of the time is the worst debuff possible when your movement speed is limited to begin with. Elden Ring doesn't have a single slowing debuff from enemies, and every indie dev knows slowing players by half for a damn 20 seconds is a taboo. Except GGG here.
Same people who didn't understand the purpose of Reduced Vs Less thus resulting in 0% Action Speed bosses. The ones who still haven't learned their lesion on player recovery rate, or enemy density or monster speed saying players will just skip them because they made boss race conditions. Saying players won't pick defense yet making defenses faulty.

I really wish they had more devs who've played ARPGs seriously before Diablo2.
It's like if your first MMO was WoW and that's how you think they should all work.
"Never trust floating women." -Officer Kirac
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plz#2115 wrote:
"
There are ways to mitigate it. Chest slowing potency implicit, slowing potency corrupt on boots, node on the tree for less effect of curses, campaign reward, sell/vendor/disenchant waystone...

Yes. And you missed the biggest one of all. The new Craiceann's Rune of Warding.

These forums have become so tiresome with the whole "everything that I don't like should be removed from the game" mindset.




Anything that slows the pacing unless a Pinnacle Boss it is bad design. And as players we are free to say anything about that. You might have 20 hours in a day to play games or repeating same things may not gives your boredom. But for players like me we don't want hindered game-play. The runes enchants you were saying , we know but you should also know gear is setting up by a lot of things prio such as global defences , damage , regen etc. You just can't put anything there to prevent X thing.

In general slows/hindered gameplay is bad , that's why we are getting movement speed increase keystones & t1 boots.

Stop being a snowflake.
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Xzorn#7046 wrote:


I really wish they had more devs who've played ARPGs seriously before Diablo2.
It's like if your first MMO was WoW and that's how you think they should all work.


Its hot te devs who make these decisions, its person whose name starts with J. He doesnt know how to play this game im 100% sure. And he wont be streaming we all know why.
Last edited by ryszek#5266 on Jun 11, 2025, 4:37:22 AM
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ryszek#5266 wrote:
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Xzorn#7046 wrote:


I really wish they had more devs who've played ARPGs seriously before Diablo2.
It's like if your first MMO was WoW and that's how you think they should all work.


Its hot te devs who make these decisions, its person whose name starts with J. He doesnt know how to play this game im 100% sure. And he wont be streaming we all know why.


Well, that's included. I assume these days you have to still be a Dev to do higher level jobs. The whole point of being a lead in a department, creative director or management is you know a little of everything so you can help in places that need it.

Most the people I see, including Chris are younger than myself. I'm not saying older = better. It's more the probability of having played pre-Diablo2 ARPGs heavily. Hence my WoW reference.

Pre-WoW MMOs were nothing alike with generous helpings of their own flavor. I see turn based RPGs making a comeback while ARPGs flounder and that's the biggest difference. RP, Story, Immersion. ARPGs have forsaken their roots for a slot machine character builder. It's boring.

"Never trust floating women." -Officer Kirac

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