Bosses shouldnt be affected by waystones mods

They are boss, already strong enough to 1 shot.
Not to mention powerful bosses, they are powerful already.
Add extra damage, attack speed, penetrate res and other mods and you get the perfect unbalanced fight.

Make waystone mods only affects white, magic and rares so the path to boss is harder than usual but the boss fight remains somehow balanced.
If you want more challenge on a boss you can have deli, union of souls n stuff.
Just my 2 cents on the overall mapping balance.
Last bumped on Oct 16, 2025, 4:23:26 AM
SSF

Do you have points into + boss difficulty? I always forget that shit is on.

None of the bosses feel difficult to me atm, with no points. If they have points, then yes, there will be a wild difference.

The abyssal rares are way harder than normal bosses atm. Even in early maps, they're just dumb. Especially when you get 3 at once, which happens pretty often.
wait, i seem to remember them saying bosses were not going to be affected by mods.
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SSF

Do you have points into + boss difficulty? I always forget that shit is on.

None of the bosses feel difficult to me atm, with no points. If they have points, then yes, there will be a wild difference.

The abyssal rares are way harder than normal bosses atm. Even in early maps, they're just dumb. Especially when you get 3 at once, which happens pretty often.


I do have 8/8 on boss tree, so they already get their buff thats why adding other layers of buffs leads to unbalanced fights.

They're not difficult because you have 0/8 on the tree and not getting benefit from a tree is kinda useless, expecially when you are literally scared to do so because of how unbalanced the fight will be.

Those rares you struggle with already get buffed by waystone mods so play less dangerous ones?

Rares dont have their tree, just waystones mods, bosses have both and you are always at the same level of defences, no matter boss tree nor waystone mods, like i said "unbalanced".

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IILU81II#8410 wrote:

They're not difficult because you have 0/8 on the tree and not getting benefit from a tree

What benefit?

Serious question.
SSF Rise of the Abyssal Ice Strike Invoker, high survivability and fast clear speed. Deprioritize armor and resistances; prioritize crafting a weapon and faster start of ES recharge. Build is shown at level 47, end of Act 3. It tore through Act 3 like butter.

https://poe.ninja/poe2/pob/ba84
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wait, i seem to remember them saying bosses were not going to be affected by mods.


Oh they are, just had the monkey dude with attack speed i was running around like a headless chicken :D
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IILU81II#8410 wrote:

They're not difficult because you have 0/8 on the tree and not getting benefit from a tree

What benefit?

Serious question.


rarity?
Quantity?
Essences, spirits, strongboxes?
+1 level?
50% increased experience?
Last edited by IILU81II#8410 on Oct 16, 2025, 12:12:24 AM
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IILU81II#8410 wrote:
"
"
IILU81II#8410 wrote:

They're not difficult because you have 0/8 on the tree and not getting benefit from a tree

What benefit?

Serious question.


rarity?
Quantity?
Essences, spirits, strongboxes?
+1 level?
50% increased experience?

I know what the atlas says. Do you see any actual difference in drops with the nodes specced or unspecced?
SSF Rise of the Abyssal Ice Strike Invoker, high survivability and fast clear speed. Deprioritize armor and resistances; prioritize crafting a weapon and faster start of ES recharge. Build is shown at level 47, end of Act 3. It tore through Act 3 like butter.

https://poe.ninja/poe2/pob/ba84
"

I know what the atlas says. Do you see any actual difference in drops with the nodes specced or unspecced?


Yep expecially experience which is on 8/8 and most usefull at some point, +1 level leads to 80-81 area level constantly for better drops, i dont care much about middle passives but those 2 make a difference here
Last edited by IILU81II#8410 on Oct 16, 2025, 12:33:20 AM
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IILU81II#8410 wrote:
They are boss, already strong enough to 1 shot.
Not to mention powerful bosses, they are powerful already.
Add extra damage, attack speed, penetrate res and other mods and you get the perfect unbalanced fight.

Make waystone mods only affects white, magic and rares so the path to boss is harder than usual but the boss fight remains somehow balanced.
If you want more challenge on a boss you can have deli, union of souls n stuff.
Just my 2 cents on the overall mapping balance.


That's the joy of POE; difficulty scaling. Map mods on bosses make deadly bosses nearly impossible, dangerous bosses deadly and benign bosses dangerous.

The Monkey is a little bit like a juiced Palace Dominus, Crimson Township boss, or Guardian. Map Tor Gul w/o a red flashing attack can somewhat hit hard now with map mods.

We are probably going to see more resistances and damage reduction added to bosses. We will definitely be getting a bossing league soon. Builds in POE will be good or bad against bosses or specific bosses. The same for mapping and specific layouts. Same, lacking or excelling at specific league mechanics.

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