The ultimate problem with ArchN mods (And one suggestion to fix them)
|
Change is essential to a game, but it should serve its purpose. Despite being overtuned and poorly(if any) tested, all 3.15's changes serve a clear purpose, and thus builds and enjoyment soar in 3.16 and 3.17.
Here comes the biggest question, what the ArchN mods are supposed to do? lets put overtuned health, ailment, and damage aside, 1. effigy which is basically a reflect mod that can randomly appear in a mob. 2. rejuvenating a mod that shuts down tons of builds and some of them are popular starters, also can randomly appear in a mob. 3. droughtbringer straight-up guts all flask-related builds, and randomly spawns in a mob. 4. Invulnerable is allies can not die aura which is deleted in 3.14 due to various performance issues, and now it's back, and yeah, all random. All of the above and more(mana siphon....hehe) can directly brick a build or instantly kill a player character. What GGG is trying to establish with these mods? They are not contributing to fixing any current existing problem(one-shot mechanics), and at the same time creating more problems(decrease build variety). Why are they in the game? How is this "extensively tested"? And why is any of these mod's functions not value related but a fixed effect(instant kill/can't regen/lose flask charges/can't die)? What is POE shaping to? These questions puzzle me. Chris talked about increasing player agency in the future during the latest Baeclast, but the only sign shown in these mod changes is the lack of it, which makes me worried about the future of POE. After a nightmarish sluggish leveling, I forced myself into sleep, with the hopium that all these were just fever dreams or sth. well, no, still there, so I really don't know.. Giving it some thought, I think one way to add player agency and make the game fun again is to add a bench(or another tree XD) where players can ban/pick ArchN mods as they like, which, in reward, gives the more drop rates/IIQ globally the more the pick. I don't know if there is really any person in GGG checking this forum, especially given the current situation as it is, but this is at least going to fix the build bricking problem, give more farm strategies and build varieties, and encourage endgame builds to develop more to go against hard ArchN mods. Last edited by UkoCyanide#6857 on May 15, 2022, 9:21:11 AM Last bumped on May 15, 2022, 8:59:40 AM
This thread has been automatically archived. Replies are disabled.
|
|
|
I would say the biggest problem is unless you go through and memorize all 60+ of the arch nemesis mods and exactly what they do, then you've pretty much no idea what you're actually fighting.
My personal example of this, fighting a 'crystal skinned' yellow. He dies (eventually), great, but then, pop, my toon's dead. Looking it up, apparently 'crystal skinned' drops things which explode after the creature dies. I mean, there's zero indication of this in the mob's description (which I had plenty of time to read), and at best a very abstract indication of it in the title 'crystal skinned' (I had been guessing from the name that it was a mob that was more resistant to various damage types). This seems particularly poor to me after the teaser for sentinel where I believe they advertised the idea of mobs which are (quoting here) "keyworded, with one or two coloured words which are easy to read at a glance" as a bonus. I mean, yes, you can now read them at a glance, well done, but what's the point if you then have no idea what those words actually mean?? Personally, I don't mind hard (in fact I prefer it), but hard because you don't know what you're actually fighting? Yeah, no thanks... |
|
|
GGG please revert rare monster changes and make archnemesis monsters a game mechanic by adding a archnemesis scarab.
Game is currentu unplayabe. veteran player here since delve, I am off to playing diablo immortal. this league is unplayable . Watch Zizaran's stream,. he is playing bugged build with 60% more damage and he is still crawling through tier 1 maps on leevl 83. you messed up, but then again I must be some random hater or noob or whatever you think. |
|
|
Yeah, no idea about "clever" combos like "80% of the time I have 90% damage reduction" and "50% of the time I'm completely invulnerable" and combine that with any of the rejuvenator / consecrator / vampiric perma heal mods.
And then stack that with map mods too. |
|























