PoE2 - The Only ARPG where YOU KITE WHITE MOBS BACKWARDS

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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.

For melee players this is precisely the problem.

If you stand still you die.

Kiting is a luxury that ranged players have, melee can't do that.

You have to run in and hit stuff. Then the stuff hits you back, and not with just melee and projectile attacks, but with ground effects like dots and degens which deal more damage than you can realistically regen and leech through.

This is mostly a problem this league with the Abyss monsters and the insane amount of ground effects they have for some reason.

Ground effects are inherently anti-melee because ranged players can just take two steps out and continue dealing damage from range. Melee have to run around and wait for the ranged monsters to start moving out of those ground effects, at which point the cooldown for the ground effect is up and they just cast a new one to where they moved, meaning they essentially live inside ground effects. If you decide to run right into the ground effect to hit the ranged mobs you just die because the damage is way overtuned to stay inside for any period of time.

If you think the game is in a good state when your solution is to "just kite", then you're completely ignoring melee players. Which is fair, GGG ignores melee players too.
Last edited by Mazater#2151 on Sep 4, 2025, 5:14:25 PM
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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.


I think you have no authority to say what any enemies in the game should and should not do.
Last edited by Sakanabi#6664 on Sep 4, 2025, 5:14:39 PM
With almost 50 years of gaming experience, and most of it in this genre since D1, I told say I have a pretty good handle on what should and shouldn't be in an ARPG. That said if they want to keep the masses, they will need to tone down the punishment a bit. There is a reason almost nobody plays ruthless in poe1.

Once PoE2 loses it "new" luster, the numbers will plummet. Even with the free weekend, we are at half of launch day.
Last edited by Nulledout#3809 on Sep 4, 2025, 6:09:15 PM
All players have the right to provide feedback. Some people enjoy being kicked in the face by a spouse and it excites them. Most people would call that cruel and abusive. Just because 1% of people enjoy it does not make it normal.
are white mobs really owning you that badly? thats sad.
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Mazater#2151 wrote:
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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.

For melee players this is precisely the problem.

If you stand still you die.

Kiting is a luxury that ranged players have, melee can't do that.

You have to run in and hit stuff. Then the stuff hits you back, and not with just melee and projectile attacks, but with ground effects like dots and degens which deal more damage than you can realistically regen and leech through.

This is mostly a problem this league with the Abyss monsters and the insane amount of ground effects they have for some reason.

Ground effects are inherently anti-melee because ranged players can just take two steps out and continue dealing damage from range. Melee have to run around and wait for the ranged monsters to start moving out of those ground effects, at which point the cooldown for the ground effect is up and they just cast a new one to where they moved, meaning they essentially live inside ground effects. If you decide to run right into the ground effect to hit the ranged mobs you just die because the damage is way overtuned to stay inside for any period of time.

If you think the game is in a good state when your solution is to "just kite", then you're completely ignoring melee players. Which is fair, GGG ignores melee players too.


What terrible melee build are you playing, bud? lmfao seriously, i literally stand in packs of mobs and and don't die.

you straight up have a bad build and/or you dont know how to play poe2 as a melee.
Last edited by narg62#5820 on Sep 4, 2025, 6:16:19 PM
Given the design of PoE was inspired by Diablo 2 to begin with - A game where white monsters were not scary in the slightest beyond a few bugged edge cases if you actually knew how to build/play - This really hits home. Yes, it's acceptable to have the occasional swarm of monsters capable of killing you due to a rare pack buff or event, but to constantly have to run away from every encounter feels very anti-fun for the player.

This is especially true for melee, as they don't really have the option to run away and still do damage in most cases, leading to a loop of them dying or just drawing in more and more monsters until they do eventually get overrun.

Imagine playing Diablo 2 as a melee character, let's say a Zeal paladin. Now picture fighting a constant swarm of enemies that knock you back, stun you, or just do way too much damage for you to survive before you can kill them like some of the ones in PoE2. Would you still enjoy the gameplay? No.

The fun of an ARPG is in cleaving through hordes of monsters with sufficient character power (Whether that be from gear or simply out-leveling the content.) If every encounter becomes a slog of attrition, run-backs, and painful dodging and micromanagement of boss abilities the player is going to lose interest pretty quickly and find something they will enjoy more, or that wastes their time less.
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Given the design of PoE was inspired by Diablo 2 to begin with - A game where white monsters were not scary in the slightest beyond a few bugged edge cases if you actually knew how to build/play - This really hits home. Yes, it's acceptable to have the occasional swarm of monsters capable of killing you due to a rare pack buff or event, but to constantly have to run away from every encounter feels very anti-fun for the player.

This is especially true for melee, as they don't really have the option to run away and still do damage in most cases, leading to a loop of them dying or just drawing in more and more monsters until they do eventually get overrun.

Imagine playing Diablo 2 as a melee character, let's say a Zeal paladin. Now picture fighting a constant swarm of enemies that knock you back, stun you, or just do way too much damage for you to survive before you can kill them like some of the ones in PoE2. Would you still enjoy the gameplay? No.

The fun of an ARPG is in cleaving through hordes of monsters with sufficient character power (Whether that be from gear or simply out-leveling the content.) If every encounter becomes a slog of attrition, run-backs, and painful dodging and micromanagement of boss abilities the player is going to lose interest pretty quickly and find something they will enjoy more, or that wastes their time less.

Not sure what version of D2 you were playing, white mobs can kill you.
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Not sure what version of D2 you were playing, white mobs can kill you.

If you were under-geared, under-leveled, or had no experience with the game, yes. I played the game from release to 1.13, including being part of the modding community. I'm well aware of the difficulty of certain monsters (Bugged souls in Act 5 come to mind, which did vastly more damage than intended)
kiting mobs backwards sounds bad...

but there is a trick - kite them forward. Along you way. Just dodge them and kite while moving forvard.
...And when you become stronger (let your deadeye get new bow) - you will oblitirate them in whole screenspace in a second

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