Minion instability "fix" and its issues

While consistancy with other detonators overwritting last gasp is an understandable reason, this fix actually just removes the point of using minion instability.

And here is why.

One big issue minion instability has, is its chance to not go off. If a monster kills a minion outright, the minion never enters low life, and thus never explodes. This issue is most noticeable low hp minion, but also extends to high hp minions as the dmg of monsters scales up.

Last gasp was, and probably still is, the only fix for this issue. Making it a mandatory support for any minion instability build. Regardless of wether the minion survives after the detonation.

In addition, minion instability due to its low life requirement, is heavily dependant on sources of consistant degen. Since predictable and frequent explosions are desired.

This means that the nerf to infernal legion compounds with "fix" of minion instability, to essentially make minion instability explosion exceedingly rare to get on a consistant basis.

The estimated interval between explosions goes from the ideal 7-8 seconds with almsot full uptime to around 15-16 seconds, with only 50% uptime of minions.

Meaning that the point of using this minion instability is greatly deminished.

P.S.
As someone who didnt abuse raging spirits in 0.1 for spell triggers, and who didnt abuse weapon swap spam in 0.4 for extra explosions, its very demotivating to get hit by the splash dmg of these douple and triple tap nerfs.

It feels like poe2 is taking all the new creative approaches to combinations of skills, and nerfing them back to the shittier poe1 versions. Raging spirit spawning, has returned to cast speed spam only, instead of all the creative ways from 0.1. And now for minion instability, its creeping closer to becomming a keystone on the tree, as its starting to not work with other supports gem, like last gasp.
Last bumped on May 24, 2026, 12:41:25 PM

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