Map and rare monster mods need to go away

I have enough with the bad copy paste from the already poorly designed mods in PoE 1 over PoE 2.

These mods are horrible to roll and feel horrible to play. They don't fit in this game where you're supposed to have "visceral" and reactive combat.

Having to play around temporal chains, chilled ground, always bleed, always poison from map mods is neither fun or interesting.

Having to play around mana siphoner, volatile plants or whatever generic effect that makes all rare monsters the same is neither fun or interesting. It's even an insult to people who designed these monsters in the first place. Rare monsters should use their own abilities, not some 12-year-old-in-a-garage made mods that were already annoying at that time.

I won't consider this game has good combat until these 2 are finally reworked for good with interesting and fun combat situations. For now it still feels like your generic action game that you played when you were young and less demanding.

GGG, please concentrate and put some serious work into these crucial and mandatory parts of an ARPG. Both are the source of many problems and build diversity issues because they push people for the best builds where these mods don't matter. It's bad game design, period.

Thank you.
Last bumped on Sep 11, 2025, 6:20:07 PM
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Shimaran#2001 wrote:
I have enough with the bad copy paste from the already poorly designed mods in PoE 1 over PoE 2.

These mods are horrible to roll and feel horrible to play. They don't fit in this game where you're supposed to have "visceral" and reactive combat.

Having to play around temporal chains, chilled ground, always bleed, always poison from map mods is neither fun or interesting.

Having to play around mana siphoner, volatile plants or whatever generic effect that makes all rare monsters the same is neither fun or interesting. It's even an insult to people who designed these monsters in the first place. Rare monsters should use their own abilities, not some 12-year-old-in-a-garage made mods that were already annoying at that time.

I won't consider this game has good combat until these 2 are finally reworked for good with interesting and fun combat situations. For now it still feels like your generic action game that you played when you were young and less demanding.

GGG, please concentrate and put some serious work into these crucial and mandatory parts of an ARPG. Both are the source of many problems and build diversity issues because they push people for the best builds where these mods don't matter. It's bad game design, period.

Thank you.

And yet you can't give one example on how this could be accomplished? So you just complain to complain?
There's definitely truth in this though.

Thinking back to my gameplay in mapping, I actually no longer care or even notice (most of the time) what mob I'm fighting. It only matters what modifiers are on them.

All the mobs might as well be blue blobs and the game would play exactly the same, because I'm no longer looking at what the mobs are doing. I'm always just looking at the volatiles chasing me, looking at ground explosions, looking at poison puddles etc.

This game, at least in the endgame, is a visual mess really, and there is no more reactive/meaningful/nuianced combat because none of that matters when 7 volatiles are chasing you around while 3 Shroudwalkers are teleporting over to you every couple of seconds and draining your health by just being there and all you could do is keep running away.

There's no meaning in POE2 endgame combat due to the quantity and combination of these mechanics that just force players to keep moving.

While I wouldn't say they need to go away completely, some of them really shouldn't be comboed together.
[/quote]
And yet you can't give one example on how this could be accomplished? So you just complain to complain?[/quote]

It's not his job. GGG gets paid for it not he.
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And yet you can't give one example on how this could be accomplished? So you just complain to complain?


As a player, I'm better at pointing out issues than to find solutions, like GGG said. It's still valid feedback.

There has to be better solutions than to punish players with rage inducing mechanics.

I think for rare monsters for example, an alternative would be to restrict what mods can spawn on which monsters. And designing skills/effects for specific monster types (demons, animals, humanoids...).

For waystones, either remove every downside and we can only roll bonuses or mods that affect monster behaviour/composition. Or just disable everything that is a liability for some or all players.

By the way, what I said is also kinda true for Tablets mods. But to a lesser extend, because they are "just" boring and not interesting.

And yet you can't give one example on how this could be accomplished? So you just complain to complain?[/quote]

It's not his job. GGG gets paid for it not he.[/quote]
It's also not his job to give 'feedback'.
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It's also not his job to give 'feedback'.

I am confused.. I thought this was the "Early access feedback" section..
Feedback makes the game better. Not all feedback needs to be acted on. But all feedback should be given by players and listened to by devs.

A user of software can point out problems of that software, while not being a programmer who can provide solutions. You ask the software engineer to do that.

When poe crashes, you don't offer solutions, you just say "I crashed in this scenario, fix it please" and leave it to ggg to investigate how and why you crashed, and to solve the problem.

From a design aspect, you can point out flaws or grievances despite not having solutions. We aren't the game designers, but we can certainly point out things we don't like.

Feedback is important.
Last edited by BlankMinded#7236 on Sep 11, 2025, 6:07:40 PM
feedback read, feedback rejected
100% agree. Regardless of the investments you make into movement speed the mods are so oppressive that you feel like you are barely moving. I tried using Rhoa but the pop-up Abysmal mobs and constant rushing of enemies lead to too many hard stuns.

The bleed/poison mods are just as terrible as Temp Chains and Chilled ground. Out of nowhere suddenly you are near death due to bleed on floor you didn't even see. This is despite having poison/bleed charms on.

Previously I tried to get each char to L95 but this is too much of a slog even with elite gear. I have 2 char's at L90 and doubt I'm going to push fwd.

I don't understand why they turned endgame into this version? This is where you are supposed to have the most fun and feel the most powerful. Reminder movement speed is super fun...this uber slowed down version (due to mods) is not enjoyable. Finally, why does GGG think supermajority of players going with DEX chars...because all the movement speed nodes are over there.

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