Temporal Chains and Chilling Ground are on 80% of maps

GGG, I honestly can’t believe you actually tested these two debuffs in active late-game mapping. I’m completely serious when I say that about 80% of my maps end up with either Temporal Chains or Chilling Ground, and it’s absolutely miserable. Who on your team thought it was a good idea to make characters feel even more sluggish, unresponsive, clunky, and awkward than they already do?

Sometimes it doesn’t even feel like I’m playing a hero in Path of Exile 2 — it feels like I’m playing myself struggling through this game. And on maps with Temporal Chains or Chilling Ground, it’s like I suddenly start playing as my 92-year-old grandmother (may she live a long life).

Characters in PoE2 are ALREADY slow, stiff, clumsy, and heavy — why make it worse? Let’s be honest here: people just don’t run maps with these mods, and if they have no choice, running them without swearing is simply impossible.

Why not just remove this garbage from the game and forget about it? It doesn’t add difficulty — it only adds frustration. When casting a spell feels like you have to spend three seconds winding up with a damned wand, that’s not challenge, that’s torture. Seriously, who’s the genius that decided this was “fun and engaging”? Let them play nothing but these maps for a couple of days and see how it feels on their own skin.

REMOVE THINGS FROM THE GAME THAT MOCK THE PLAYERS INSTEAD OF MAKING THE GAME MORE CHALLENGING AND INTERESTING.
Last bumped on Sep 11, 2025, 9:05:59 AM
I think ggg REALLY wants investment in reduced slow potency to be a thing.
I mean sure why not, but they really should reduce the base value of temp chains and chilled ground at least a little, it's just way over the top at the moment
Yeah I didn't expect to be grinding the end game too much until the coming tower rework hopefully next league. I didn't expect them to somehow make mapping feel worse in the meantime.

Like the stupid new maps you have to chase wisps around to unlock and then over half the time they still don't unlock. Even if they worked right is just more stuff added to be intentionally slow and tedious.
yeah, totally awesome being stuck in place!!!! (/sarcasm)
yes DELETE these affixes from the modpool this SHIT isn't fun AT ALL.
The problem is that there are only a handful of affixes to begin with, and then they went and removed all the prefixes (which were positive buffs). By removing all positive modifiers from an already small modifier pool, you've essentially doubled your chance of getting temporal chains or chilled ground from the previous patch.

This means is almost guaranteed that you'll get one of these mods if you alc a t15 map.
Last edited by AstroShade#7322 on Sep 7, 2025, 10:34:34 AM
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The problem is that there are only a handful of affixes to begin with, and then they went and removed all the prefixes (which were positive buffs). By removing all positive modifiers from an already small modifier pool, you've essentially doubled your chance of getting temporal chains or chilled ground from the previous patch.

This means is almost guaranteed that you'll get one of these mods if you alc a t15 map.



You might be right. Maybea the solution is adding a few new modifiers which can roll.
But thing is the chill effect is clearly overtuned. In no world should chill be slower than temporal chains.
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The problem is that there are only a handful of affixes to begin with, and then they went and removed all the prefixes (which were positive buffs). By removing all positive modifiers from an already small modifier pool, you've essentially doubled your chance of getting temporal chains or chilled ground from the previous patch.

This means is almost guaranteed that you'll get one of these mods if you alc a t15 map.



You might be right. Maybea the solution is adding a few new modifiers which can roll.
But thing is the chill effect is clearly overtuned. In no world should chill be slower than temporal chains.


At this point, investing into reduced slow potency just might be the play.
I can't really see myself trying to put up some tech to self trigger a silver charm.
There's also the "monsters deal +X% damage as cold" mod that chills, so there are three mods that slow down action by A LOT. And the chill effect seems lot worse than what it was in 0.2.0 unless I don't remember correctly. This is ridiculous in any case, and yes, most of my maps have one of those mods on them...

I just don't understand those designers, they give us sprint, hype it up, we get jebaited into thinking this is moving in the right direction just to realize that yeah, we have sprint but also perma chill-temp chains.... one step forward two steps backwards.
Last edited by KubaLy#4534 on Sep 7, 2025, 11:22:56 AM
Thank you brothers and sisters for a heads-up in the thread.
The main problem is not in TempChains or ChillGround, the main problem is the mindset that GGG has. They should add challenges, not things that just annoy or slow players. If they won't change their mindset, we will get hella lot of different things like these.
Last edited by dissonance90#3107 on Sep 7, 2025, 12:22:11 PM

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