I'm done with abyss

Trying to play a melee class in this game is already difficult thanks to how many enemies surround themselves with hazards or leave them behind when they die. Abyss monsters do this on steroids. My melee class becomes a ranged class for the sole purpose of needing to deal with everything charging at me leaving behind a pool of acid when it dies.
What makes it worse is how much effects and
clutter end up on the screen because you guys have these monsters just doing to much; to the point my game keeps crashing only on abyss. I can clear this stuff easily on my ranged characters, but my ranged characters don't have to engage with all of that BS.

And that remains my biggest issue with this game, melee sucks when getting into the higher tiers because everything dies in a pool of acid or bombards you from off screen. You guys have yet to address this issue but you're quick to nerf any build that clears the screen because that's not your "design philosophy" but this bullshit is.

I don't see myself staying with this game if I can't play half of the classes because the enemy design renders that playstyle irrelevant.
Last bumped on Oct 11, 2025, 1:55:52 PM
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azazemon#5153 wrote:
Trying to play a melee class in this game is already difficult thanks to how many enemies surround themselves with hazards or leave them behind when they die. Abyss monsters do this on steroids. My melee class becomes a ranged class for the sole purpose of needing to deal with everything charging at me leaving behind a pool of acid when it dies.
What makes it worse is how much effects and
clutter end up on the screen because you guys have these monsters just doing to much; to the point my game keeps crashing only on abyss. I can clear this stuff easily on my ranged characters, but my ranged characters don't have to engage with all of that BS.

And that remains my biggest issue with this game, melee sucks when getting into the higher tiers because everything dies in a pool of acid or bombards you from off screen. You guys have yet to address this issue but you're quick to nerf any build that clears the screen because that's not your "design philosophy" but this bullshit is.

I don't see myself staying with this game if I can't play half of the classes because the enemy design renders that playstyle irrelevant.

I second this. Already in early acts the abysses spawn swarms of different mobs in your face making everyrhing covered with vfx and projectiles.
this could be good for poe1 , but in poe2 it is just awful.

There are places in act 2 where you being swarmed by monsters like scarabs or terracote soldiers, but in that case they arent ranged and basically very weak , their only "ability" is being numerous which is perfectly fine.

If abysses can only zerg players with some "bugs" like those centipedes, and probably some optional rare in the end like that centaures that could be ok.

I liek the previius league content like wisps and rogue exiles, but for some reason wisps often not even worth doing, and exiles are only appear on maps.

Hopefully the abysses will be reimagined when go to core.
Last edited by Nikuksis#6962 on Oct 11, 2025, 1:07:01 PM
It makes me wonder why people are actually excited for Druid. Looks cool to be a giant bear mauling stuff until you realize that the bear is melee and will be struggling with the same stuff your other melee characters struggle with.
Honestly, I just need them to tone down the hazards. Not everything needs to die and leave behind a pool of DOTs. And if the gameplay is supposed to be slow, methodical, and combo based, being swarmed by a bunch of cracked out cryptids puking acid and surrounded by the heat of the devil's taint is not pushing players in that direction.

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