Are nemesis mods gone?

Exiles stayed, onslaught did not.

Shrines are staying. Are nemesis mods?
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Chris wrote:
Nemesis mods will start to occasionally spawn on rare monsters in the core game. When a rare monster spawns, there's a percentage chance that it receives a Nemesis mod. It will still be in addition to prefixes and suffixes. Some Nemesis mods will be adjusted, removed, or transformed into a regular prefix or suffix.


From an announcement a week or 2 ago.
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Nuttzo wrote:
"
Chris wrote:
Nemesis mods will start to occasionally spawn on rare monsters in the core game. When a rare monster spawns, there's a percentage chance that it receives a Nemesis mod. It will still be in addition to prefixes and suffixes. Some Nemesis mods will be adjusted, removed, or transformed into a regular prefix or suffix.


From an announcement a week or 2 ago.


Thanks. Have t been around the last month missed that.
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CharanJaydemyr wrote:
I think we can expect to see nemesis mods in Standard from time to time.


wish they'd be 100% on

nemesis mods were the tough part (sans reflect for those who worry about reflect)
current HC is so stale and boring
I really believe that the Nemesis mods are the best implemented idea into the genre that POE has made. It's the kind of thing that you would want in every ARPG. You can change the class system, even change how skills work but you wouldn't take out random level generation, itemization, boss/minion relationship, blue/yellow/unique relationship. I think that the Nemesis mods are on par with those things, and they add so much flavor to bosses that already have modifiers. It's just such a great implementation of an idea. I really hope they capitalize on it and use the idea in the core game often.
Last edited by Vvemoth#6889 on Mar 1, 2014, 11:42:15 PM

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