TEMPORAL CHAINS and CHILLED GROUND is NOT FUN

Title.

I know you guys want to make the game hard, but perma slows aren't fun, no one wants to fight slow motion, I suggest you put your efforts towards other things when it comes to difficulty.
Last edited by Xelieu#9144 on Sep 9, 2025, 5:22:42 AM
Last bumped on Sep 10, 2025, 8:51:02 AM
Completely disagree with temporal chains, they are completely avoidable and it just makes it a skill issue.

Chilled ground on the other hand is a pretty annoying mechanic cause I dont think anyone even bothers to avoid it since its everywhere
https://poe.ninja/poe2/profile/Ash-9143/character/Ash_Pierce
"
Xelieu#9144 wrote:
Title.

I know you guys want to make the game hard, but perma slows aren't fun, no one wants to fight slow motion, I suggest you put your efforts towards other things when it comes to difficulty.


I know you can dodge temporal chains, my point is it doesn't feel good in the rare occasion it actually hits you, I don't think slow is a fun mechanic in general.

also, mind you the visual clarity is too messed up when there's tons of mobs on the screen or you are in a party.


idk if its skill issue, i'm lvl95, i can clear very juicy maps. I feel like i'm talking out of preference as it doesn't really feel good.
Wear a silver charm and anoint "warding potions".

No more slows, provided you can kill fast and conserve mana potion charges.


Would love to see some changes to these mechanics though:

Chill zones could be further apart. Or in other words, leave some empty space to stand. Often it's just chill vomit all over boss arenas, where charm charges can't be sustained.

Both of these mechanics often show up under rubble and corpses, and it becomes an invisible slow effect.

Same as above but in delirium, the visual cues/cast warnings are hidden under fog making them incredibly hard to see especially on certain maps.

Would be nice to see temp chains/ele weak curse zone modifier, instead of spells to dodge. There's already a lot of stuff to dodge. Could even work as a lower tier or alternate of the full blown spell version?

Specifically for chilled ground: would like cold resistance/ailment threshold tp play some role in the slow when it's a map mod, either as a delay or reduced effect. Exactly like how ignited ground functions.

And yeah, there's some passives for slow effect... Are they feasible/reachable by all classes? I sort of doubt it, but honestly haven't looked. I just use the combo stated at the beginning of this reply.
Yea having to build around "stop slowing me down" is really not that fun
Do we really need a new thread about the same topic every day?
PoE2 0.3 Character: https://poe.ninja/poe2/builds/abyss/character/Sadaukar-2191/Acidic_Sadaukar

PoE2 0.3 PC performance tweaks: https://www.pathofexile.com/forum/view-thread/3852015
"
Sadaukar#2191 wrote:
Do we really need a new thread about the same topic every day?

I think we do.
These two debuffs are the most disappoint things in mapping.
GGG should completely get rid of them.
doesn't even make things HARD. it just makes things slow, and annoying and frustrating. makes me want to close down the game.

oh if I invest 4 points on the tree I can have 50% less effect of chill on me. wow, what a crap solution. for 4 points I want full immunity to chill with mana regen or some other mid tier bonus.

I wonder what GGG thinks when literally 0% of the playerbase takes a node like slippery ice. Why aren't they making it actually viable and powerful?
Last edited by apexmateria1#2307 on Sep 9, 2025, 8:37:58 AM
Little bit off-topic but in the same vein - I have like 50% reduced effect of slows on my character and chilled ground isn't too annoying to handle.

Temporal Bubble and temporal chains on the other hand... It actually feels like my slow reduction does absolutely nothing. I can't notice a difference in speccing into it or not, maybe it's just r e a l l y slow to begin with or something but damn, at least give me some way to deal with it that doesn't take 30 skill points rather than suffer through it.
"
Ash#9143 wrote:
Completely disagree with temporal chains, they are completely avoidable and it just makes it a skill issue.

Chilled ground on the other hand is a pretty annoying mechanic cause I dont think anyone even bothers to avoid it since its everywhere


Bumping the OP, but also calling out a little ******* on this reply. I'm so done with people saying "skill issue" as the default response to criticism without critically thinking about it.

First, I'm not against the use of temporal chains or chilled ground, but it is way over tuned. Well over half of my t15 maps have 1 of those 2 modifiers. I think, by definition, that is not balanced. No 2 modifiers should show up that often.

They either need to be tuned down or made it so they aren't as frequent. And I'm NOT against a slower pace or higher risk/more reward, but it's just over tuned is the problem. And saying "skill issue" doesn't change that.

As for the "skill issue", yes, there are times when you could argue it is a skill issue, but the majority of time it is not a skill issue. It is a combination of the following

* a lack of visual clarity makes it virtually impossible to see where the temporal chains is. It's not a skill issue if you literally can't see it because there is so much stuff happening on the screen. Especially on some maps, the texture of the ground makes it that much harder to see.

* if you're playing a curse build and using temporal chains yourself, distinguishing them apart, with the visual clutter, is, again, basically impossible.

* once you've been chained once, the speed reduction is so punishing that if you're in the middle of the chains when it comes up, you have almost no chance to get out of it. You are basically perman chained slowed

So yeah, I get what he's saying, but it's often not a skill issue.

Report Forum Post

Report Account:

Report Type

Additional Info