Why % based scaling for mobs might not be the best *edited*

Let’s do the math,

Normal:Magic:Rare

1:2:5

+40%

1.4:2.8:7

Now look at the disparity between the # representing normal, magic, rare mobs before and after scaling.

First the difference between 1 and 5 is 4

After % scaling the difference between 1.4 and 7 is 5.6

I call this effect “Widening the gap”

It keeps normal mobs weak

Makes rare mobs very deadly
sometimes extremely tanky

This is why people get 1 shot so easily if their resistance isn’t maxed out during their endgame leveling.

This is also why some rare mobs can seem absolutely invincible.

I could argue keeping the gap closer, raise the bar for normal mobs, with flat # scaling instead of % scaling, to keep normal mobs fun to fight too, but slightly tune down rare mobs.

The gameplay is like eating mixed nuts, but the mixed nuts has shelled Walnuts mixed in it.

It’s also like the Grunts and Elites from Halo, with % scaling the Grunt gets a Needler, while the Elite gets an Overshield with an Energysword

My message to GGG, is that
If you are going to keep this disparity between normal and rare mobs, please spend a lot of time balancing and making the rare mobs as fun and interesting to fight as possible. Or change the % scaling to # scaling and see how the gameplay is.

Rare mobs are the Bulk of the experience right now, by a magnitude.
Last edited by TwitchGLHFsport#2155 on Mar 19, 2026, 1:00:29 PM
Last bumped on Mar 19, 2026, 1:30:38 PM
wat
*I edited the post entirely to explain it besides just giving an analogy.
"
wat


HAHAHAHAHAH, respect :D

to OP:

What does this mean??

"
Let’s do the math,

Normal:Magic:Rare

1:2:5

+40%

1.4:2.8:7

Last edited by IILU81II#8410 on Mar 19, 2026, 1:13:09 PM
Kind of the point is to make them that way


If you want to just run by them and pop them in a second like regular mobs, and not worry about them, then we’re back into POE1 territory

Mobs in this game one shot weaknesses in players builds. You just have to figure out what yours is and then decide to build it or attempt to fill in that lack of defense with skill
Mash the clean
"
IILU81II#8410 wrote:

What does this mean??

"
Let’s do the math,

Normal:Magic:Rare

1:2:5

+40%

1.4:2.8:7


It's the simplest representation of normal:magic:rare mobs as though their power level was a single digit round number.

1:2:5 represents normal:magic:rare

1:2:5 is a general "power level" like life stats and damage stats

Last edited by TwitchGLHFsport#2155 on Mar 19, 2026, 1:32:29 PM
"
Kind of the point is to make them that way


If you want to just run by them and pop them in a second like regular mobs, and not worry about them, then we’re back into POE1 territory

Mobs in this game one shot weaknesses in players builds. You just have to figure out what yours is and then decide to build it or attempt to fill in that lack of defense with skill


Yeah they should never be tuned down to that point.
I'm not exactly saying to nerf Rares dramatically, but to keep the gap closer.

It would have to be play tested, like if the normal mobs were buffed, Breach and Ritual could be an absolute abomination with being surrounded by normal mobs.

POE1 literally makes me fall asleep, that's why I stopped playing it.

But like I said in the last paragraph, It's fine, if they keep it. They just need to put more work into making the gameplay around the rare mobs as fun as possible.

Here is another post about AI mechanics
https://www.pathofexile.com/forum/view-thread/3911372
Last edited by TwitchGLHFsport#2155 on Mar 19, 2026, 1:36:16 PM

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