PoE2 - The Only ARPG where YOU KITE WHITE MOBS BACKWARDS

I am not sure who on the dev team tested this Seasonal Mechanics, but spawning 2-3x more mob density in maps that are already to small and narrow hallways is kind of absurd.

THE DEVS have been told many times by the players about making obnoxious decisions, similar to corpse explosion and long lasting puddles, and 0:0 on player enemy direction snapping.

If you where to widen these hallways by 4-7 times it would be better. There is no reason for it, especially in the campaign. Thanks
Last bumped on Sep 5, 2025, 8:46:32 PM
Yeah, it feels like a Serious Sam Game. Where Monsters constantly push you back.
I don't understand the complaint, the fact you can kite the mobs shows they are too easy or players are too strong.

Kiting zergs backwards is a tactical solution to hoards of mobs, the issue is they don't hoard you enough.
Think you missed the point. We have to kite white mobs backwards because we are too weak to kill them facing forwards, that is the problem. I am fine with kiting rares, I am fine with semi kiting blues, but I am not fine with having to kite whites. Who wants to play a game where they are constantly 5x weaker than the weakest enemy?
Last edited by Nulledout#3809 on Sep 4, 2025, 11:29:13 AM
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Think you missed the point. We have to kite white mobs backwards because we are too weak to kill them facing forwards, that is the problem. I am fine with kiting rares, I am fine with semi kiting blues, but I am not fine with having to kite whites. Who wants to play a game where they are constantly 5x weaker than the weakest enemy?


I don't see the issue, white mobs barely serve a purpose.
It seems like you're conditioned into thinking enemies that aren't bosses/elites should be instantly deleted and not be an entity you have to interact with from playing modern ARPGs such as POE1, D3, D4 and LE.

That is not how it should be, white enemies should be a threat.
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That is not how it should be, white enemies should be a threat.


Then they should drop loot like a threat. Risk v Reward. There is no reward for killing whites most of the time, this is why people skip them when possible as they are not worth the risk or time. This game suffers massively from a skewed risk vs reward system. It is unfun and a slog to run backwards shooting for little to no gain.

Whites should serves as extra danger when blues or rares are around, they shouldn't be a constant threat. They should be there for pressure when fighting, not something that will absolutely maul you if you ignore them and then drop no loot if you kill them.
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That is not how it should be, white enemies should be a threat.


Then they should drop loot like a threat. Risk v Reward. There is no reward for killing whites most of the time, this is why people skip them when possible as they are not worth the risk or time. This game suffers massively from a skewed risk vs reward system. It is unfun and a slog to run backwards shooting for little to no gain.

Whites should serves as extra danger when blues or rares are around, they shouldn't be a constant threat. They should be there for pressure when fighting, not something that will absolutely maul you if you ignore them and then drop no loot if you kill them.


white mobs can be a bigger threat than rares/bosses due to aggressive AI. take any leap+slam mob get 5+ of these jumping at you at once. you can easily die to it without any warning, while bosses telegraph attacks like that for 5+ s.

the issue is not with hp, or numbers, its how the mobs behave
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That is not how it should be, white enemies should be a threat.


Then they should drop loot like a threat. Risk v Reward. There is no reward for killing whites most of the time, this is why people skip them when possible as they are not worth the risk or time. This game suffers massively from a skewed risk vs reward system. It is unfun and a slog to run backwards shooting for little to no gain.

Whites should serves as extra danger when blues or rares are around, they shouldn't be a constant threat. They should be there for pressure when fighting, not something that will absolutely maul you if you ignore them and then drop no loot if you kill them.

They drop loot equal to their difficulty.
Nah, to be honest, in Diablo II, sometimes you had to run for your life agains't some mobs.

Stygian dolls, I'm talking about you!
Last edited by Rishon#0212 on Sep 4, 2025, 4:42:56 PM
I don't have a problem having to backup sometimes, kite, a hoard of white mobs for an 'event' like an Abyssal rift. I don't want to be kiting white mobs all the time but this is specifically supposed to be a hoard of enhanced monsters that overruns you. Think of them as green mobs instead of white if that helps.

I find it easier than the wisp which you must follow and cannot really kite. I also don't stand in the center of an expedition explosion chain. Easier than the cage match ritual but even that is kite in a circle.

And there is a reward, you get good experience and a treasure trove at the end which gives pretty good loot.

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