WHY ARCHNEMESIS MODS TO CORE KINDA FAILED? THE IDEA IS GOOD, BUT IT NEEDS..

Im sure after the last couple of seasons there was real chances over ggg.
I want to start by saying that i love thia game concept, my account was created on Fab/2013 (before the oficial game release)
Ive made lots of posts already about some random stuff but I want to, in my own way, shine a light for ggg:

1. Archenemesis mods were hard but you had only 4 of them per map, each stronger than the one before. Thats the first point, we could not only test the combinations but we could also challange ourselves bit by bit without risking it all at once. Oh and the drops were much more rewarding.. the "feeling" of "rewarding" against "punishing" is a huge thing...

2. Some combos were extremelly worst than others, do you guys remember when maps had random mobs with reflect? You guys changed those arround a lot until finally putting it as an affix on the map itself so ppl could avoid it if they want to.. thats the point
I cant even think about hardcore players right now.. they must be very angry.. or not.. who knows maybe they already expect it by now...

My sugestions:

1. There could be a scalling like
First archnemesis mob = 100% effect
Second mod = 65% effect
Third = 45%
Forth = 25%
Fifth = 15%
Total 250%

That way a rare monster with that rare 5th combo would have 250% the power (there are abilities that even with 15% effect will be very challanging like ice prison etc)

By effect i mean dmg/def/resist/hp/regen/duration boosts all around..

2. The second option would be placing the mods into some groups and the only combos possible would be inside the same group... And in maps there would be random options that would make the rare monsters of two groups at the same time.. that way on maps ppl would at least be able to filter those that are almost impossible for there builds..

3. The magic and rare monsters could only have 1 archnemesis mods (i will add here that those "resists cold" and extra options make me a bit unconfortable... In diablo 2 we kinda had to go dual elements and stuff to be able to kill monsters with imunities but there were space to that.. in poe.. if u dont kill the monster right away.. it will one shot you... And most builds are socket starved already.. with most cases using trigger gems to do something that the skill should already be doing on its on... Mark on hit.. come on..)
I mean why even bother to write "resists cold" there? Like ppl would actually change the skill they use in a moment to kill that single mob? What you guys expect to happen really? Ppl dont bother woth those options at all
Ppl will read and make sense of something they can CONTROL just like incursions are
But rare monsters options? Why bother? You waste more time reading them actually killing the thing (or it killing you)...

4. To make poe slower:
More difficilty momsters? Ok but:
- less quantity of monsters so you can move around a bit and stuff
- less range of monsters, the range for players to attack may also be lower but we must be able to SEE the monster to at least think what we are going to do.. most cases the monster just jumps from nowhere or just fires an area spell that kills u before u even see them
-make their drop and exp really compensate that (its kinda just math here... And this would be great cuz will use much less gpu and much less clicking)
-make potions regen faster and with mechanics on hit as well for longer encounters.. just like for a boss fight
-each map should be much more meaningful so even faster progression to maven and stuff (the time will be around the same cuz each map will take longer)


Personal request:
PLEASE. Make a league that reviews all old uniques and gems
PLEASE
there are a lot of uniques that just dont have any sense right now and changing a thing or two would make them really cool...

Most uniques right now feel like crap drops :/
I understand top tier rares being stronger than unique itens but i mean
Unique itens should be like a chaos inoculation option you know? Something that would change your build concept or make the concept of your build entirely around them
Like pillar of the caged god, thats an old unique that i still think "has a point" even being weak, you can make something cool with it..
A bow that would double the arrow you shot but takes the dmg by half as well.. something like that.. something more MEANINGFUL as well... And then make them harder to drop

Those starter uniques like Goldrim could still be there and mor ecomom at the begining, even as a quest prize really (cuz those quest rewards... Did i say meaningful already?) Imagine if we could get a complete "basic set" from rewards but always woth the worst roll.. at least IF u didnt have anything better at that time.. u would still have a item u can use and not just sell for some charges.. ppl dont even lool at them anymore.. :/

It could even be untradable and would expire once you finish act 10.. i dont know but at least we would USE them for something for a while

It would be even a way of make ppl on race willing to make those quests...

Other option would be a craft option with a lvl limit just like in diablo act 1 quest when u pick the hammer and can craft a rare item

We have it in the jun quests but we could have a weaker option in the act quests as well

Like "craft all resistencea in a helmet"
Something like that at least

MUCH MORE MEANINGFUL

I got a bit off topic.. sorry guys..
Well i hope i was of any help at all

Bye
Last edited by rafaelgxs#3673 on May 14, 2022, 11:58:16 PM
Last bumped on May 15, 2022, 5:31:16 PM
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One last idea:

There could be a thing like 4 archnemesis mods would roll when a map would drop, just like an implicity

Rare monsters in that map would only have 1, 2, 3 or all 4 of them at a time, but only of those in that implicity

And them ppl could avoind combinations they didnt want, or look for ultra hard ones when they want..

That implicity would also give a % bonus on that map acordingly to that combination already

So easy combinations = less %

So farmers with top end builds with ultra juiced maps would want them

And more casual players could avoid them


I think that this would please u guys more while pleasi g players as well


... In acts there would only be 1 archnemesis mod at a any given time
Last edited by rafaelgxs#3673 on May 14, 2022, 11:55:24 PM
T_T
There are some good ideas in here. The most important point is that GGG really needs to do something.
Over 430 threads discussing labyrinth problems with over 1040 posters in support (thread # 1702621) Thank you all! GGG will implement a different method for ascension in PoE2. Retired!
Kinda failed? It utterly destroyed the entire game.
My feedback.

Archnemesis............ -.-


Sugestions:

* Change posibility of rolling archnemesis mods on rares based on difficulties and number of them.

Normal - Act 1 to Act 4 - only one archnemesis mods
Cruel - Act 5 to Act 10 - rare mobs can now roll from one to two archnemesis mods
Merciless - Maps - rare mobs can roll from one to three archnemesis mods

* Change chance for number of archnemesis mods towards something like this.

- If monster doesnt have modifiers from other content for example essence:
1 archnemesis mod - 100% chance
2 archnemesis mods - 40% chance
3 archnemesis mods - 10% chance

- If monster have modifiers from other content for example essence

1 archnemesis mod 50% chance
2 archnemesis mods 20% chance
3 archnemesis mods 5% chance

or

make it so numbers of modifiers from other content changed archnemesis chance for mods
example - 10% less chance for archnemesis modifiers per each modifier from other content.

* Add cooldown for archnemesis mods and make it so it would scale up from number of modifiers on monster.

* Add 5% MORE rarity an 1% MORE quantity per monster mod counting from three mods up.

* Shorten range of all archnemesis projectile skills by 25%

* My proposition of changes for certain mods:
Spoiler
Hasted
30% increased Movement Speed
75% increased Evasion Rating
Nearby Allies have 20% increased Attack and Cast Speed

Gargantuan
20% increased Damage
30% increased maximum Life
50% increased Area of Effect

Flameweaver
20% of Physical Damage Converted to Fire Damage
35% of Physical Damage as Extra Fire Damage
50% increased Fire Damage
+40% to Fire Resistance
+10% to maximum Fire Resistance
50% chance to avoid Scorch
25% chance to inflict Fire Exposure on Hit

Stormweaver
20% of Physical Damage Converted to Lightning Damage
35% of Physical Damage as Extra Lightning Damage
50% increased Lightning Damage
+40% to Lightning Resistance
+10% to maximum Lightning Resistance
50% chance to avoid Lightning Ailments
25% chance to inflict Lightning Exposure on Hit

Frostweaver
20% of Physical Damage Converted to Cold Damage
35% of Physical Damage as Extra Cold Damage
50% increased Cold Damage
+40% to Cold Resistance
+10% to maximum Cold Resistance
50% chance to avoid Cold Ailments
25% chance to inflict Cold Exposure on Hit

Chaosweaver
20% of Physical Damage Converted to Chaos Damage
15% of Non-Chaos Damage as extra Chaos Damage
+40% to Chaos Resistance
+10% to maximum Chaos Resistance
50% reduced effect of Wither

Steel-infused
Overwhelm 20% Physical Damage Reduction
30% increased Physical Damage
40% additional Physical Damage Reduction
60% chance to avoid of being Stunned

Incendiary
50% chance to ignite on Hit
All Damage with Hits can Ignite
15% increased Ignite Duration
200% increased Ignite Damage
+50% to Fire Resistance
40% less Duration of Ignites on Self

Dynamo
50% chance to shock on Hit
All damage with Hits can Shock
15% increased Shock Effect
50% increased Shock Duration
50% chance to avoid Shock

Permafrost
15% chance to Freeze on Hit
All damage with Hits can Freeze
20% increased Freeze Duration
50% chance to avoid Freeze and Chill

Toxic
50% chance to poison on Hit
All damage with Hits can Poison
30% increased Poison Damage
30% increased Poison Duration
+40% to Chaos Resistance against Damage over Time

Bloodletter
50% chance to bleed on Hit
50% increased Damage with Bleeding
25% increased Bleeding Duration
25% reduced Damage taken from Physical Damage over Time
Nearby Enemies are Maimed with 20% reduced Movement Speed

Splinterer
Skills fire 2 additional Projectiles
30% increased Projectile Damage
40% chance to Avoid Projectiles

Deadeye
Randomly applies Poacher's Mark, Assassin's Mark or Warlord's Mark at 50% reduced effect.
20% increased Damage
50% less Damage taken if you have not been Hit Recently
100% increased Evasion Rating if you have been Hit Recently
Nearby Allies have 75% increased Accuracy Rating and 75% increased Critical Strike Chance

Arcane Buffer
100% faster start of Energy Shield Recharge
50% of chaos damage taken does not bypass Energy Shield
When Energy Shield is depleted, triggers a weak nova that knocks back and briefly stuns enemies
Nearby Allies have 30% of Maximum Life as Extra Maximum Energy Shield

Echoist
Skills Repeat two additional times
100% increased Attack and Cast Speed
Stunned for 1.5 seconds after using a Skill

Bonebreaker
Always Stuns Enemies on Hit
25% chance to Double Stun Duration
30% reduced Attack and Cast Speed
100% increased Accuracy Rating
Cannot be Stunned
Nearby Allies have 40% increased Physical Damage

Sentinel
40% chance to Block Attack Damage
40% chance to Block Spell Damage
+10% to maximum Chance to Block Attack Damage
+10% to maximum Chance to Block Spell Damage
Triggers a Delayed Reckoning when Hit (2 second Cooldown)

Juggernaut
20% increased Damage
+2 to Maximum Endurance Charges
Gain 2 Endurance Charges every second if you've been Hit Recently
30% increased Area of Effect
Action Speed cannot be modified to below base value
Movement Speed cannot be modified to below base value
Cannot be Stunned

Vampiric
All Damage from Hits is Leeched as Life
Life Leech effects are not removed on Full Life
200% increased total Recovery per second from Life Leech
25% increased Damage while Leeching
50% LESS Leech From You

Overcharged
+2 to Maximum Frenzy, Power and Endurance Charges
Every 3 seconds adds 2 Frenzy, Power or Endurance charges for 9 seconds

Consecrator
Spawns Consecrated Ground for 6 seconds (6 second cooldown, 4 second global cooldown)
Consecrated Ground grants 2% Life Regenerated Per Second to Allies and 40% reduced Effect of Curses
Take 20% reduced Elemental Damage while on Consecrated Ground

Frenzied
Every 9 seconds become Frenzied for 5 seconds
50% increased Damage while Frenzied
30% increased Action Speed while Frenzied
40% reduced Damage Taken while Frenzied

Berserker
Gains Increased Damage with life lost up to 40% at zero life
Gains Increased Movement Speed with life lost up to 40% at zero life
Gains Increased Attack and Cast Speed with life lost up to 55% at zero life
Gains reduced Damage Taken with life lost up to 30% at zero life
Immune to Culling Strike

Soul Conduit
Nearby monsters are raised to fight again on Death

Oppressor
Nearby Enemies have Oppression, causing them to deal 30% less Damage, take 15% increased Damage and have 10% reduced Movement Speed

Bombardier
Skills fire 1 additional Projectiles
Skills Chain 1 additional times
Projectiles have 20% chance to be able to Chain when colliding with terrain
Projectiles gain Damage as they travel farther, dealing up to 50% increased Damage with Hits to targets
Periodically Fires a Nova of Fire Mortars (6 second cooldown)

Heralding Minions
Rare Minions spawn Vulnerable Totems on death that cast a Lightning Nova Spell
Totems can DIE

Empowering Minions
Rare Minions have 30% increased Damage
Rare Minions have 75% increased maximum Life
Gain a random common Archnemesis Mod when a Rare Minion dies (maximum 2)

Necromancer
Rare Minions have 40% increased Damage
Rare Minions have 120% increased maximum Life
20% increased maximum Life
10% of Non-Chaos Damage as extra Chaos Damage
Summons Skeletons and Zombies.

Assassin
All hits have 50% Critical Strike.
Blind on Hit.
50% increased Blind Effect.
Take 50% reduced Extra Damage from Critical Strikes.
Teleports to distant Enemies creating a Smoke Cloud (7 second cooldown).

Rejuvenating
Regenerate 2% of Life per second.
20% increased maximum Life.
Periodically casts a Healing Nova that causes nearby allies to regenerate 40% of life over 2 seconds as well as preventing players from recovering Life or Energy Shield (10 second cooldown, 7 second global cooldown).
Healing Nova does not affect itself.

Executioner
15% Damage with Hits per 10% missing Enemy Life.
Immune to Culling Strike.
Nearby Enemies cannot Recover Life or Energy Shield to above 60%.

Hexer
Hexproof
Summons an invulnerable Hexing Effigy that places 3 randomly selected Hex areas, chosen randomly from Temporal Chains, Enfeeble, Elemental Weakness, Punishment and Vulnerability.

Drought Bringer
Regenerate 1.5% of Life per second.
Removes a Power, Frenzy or Endurance charges on Hit.
Nearby Enemies' Flasks lose 10 Charges every 4 seconds.

Entangler
Poisons on Hit.
All damage with Hits can Poison.
+50% to Chaos Resistance.
Applies Grasping Vines to Enemies, which slows them and causes them to take Chaos Damage over Time (6 second cooldown, 4 second global cooldown).
Moving will break the Vines over time.
Travel Skills will break all Vines instantly, but doing so causes players to take 10% of their maximum Life and Energy Shield as Chaos Damage.

Temporal Bubble
Surrounded with a Temporal Bubble which reduces all damage originating from sources outside its radius by 50%.
Enemies within the Temporal Bubble have 20% reduced Action Speed, 40% reduced Cooldown Recovery Rate and Debuffs on them expire 30% slower.

Treant Horde
Rare minions are replaced with Powerful Spriggans.
50% of Damage from Hits is taken from Rare minions Life before the Rare monster.

Final Gasp
Summons an immortal ghost of the Rare monster on death that lasts for 4 seconds.

Flame Strider
50% of Physical Damage Converted to Fire Damage.
20% of Physical Damage as Extra Fire Damage.
30% increased Fire Damage.
+30% to Fire Resistance.
Cannot be Scorched.
Ignite on Hit.
200% increased Ignite Damage.
Leaves a Trail of Burning Ground.
Trigger Inferno Bolt when Hit (1s global cooldown).
Rare Minions create Flame Beacons on Death.

Frost Strider
50% of Physical Damage Converted to Cold Damage.
20% of Physical Damage as Extra Cold Damage.
30% increased Cold Damage.
+30% to Cold Resistance.
200% increased Chill Effect.
Immune to Cold Ailments.
Leaves a Trail of Chilling Ground.
Trigger Snow bolt when Hit (2s cooldown, 1s global cooldown).
Rare Minions create Frost Beacons on Death.

Storm Strider
50% of Physical Damage Converted to Lightning Damage.
20% of Physical Damage as Extra Lightning Damage.
30% increased Lightning Damage.
+30% to Lightning Resistance.
Immune to Lightning Ailments.
Leaves a Trail of Shocked Ground.
Trigger Lightning Mirage when Hit (1.5s cooldown, 1s global cooldown).
Rare Minions create Lightning Beacons on Death.

Ice Prison
50% of Physical Damage Converted to Cold Damage.
20% of Physical Damage as Extra Cold Damage.
30% increased Cold Damage.
+30% to Cold Resistance.
Immune to Cold Ailments.
15% additional Physical Damage Reduction.
Periodically creates a barrier of Ice around the player for 2 seconds (6 second cooldown, 6 second global cooldown).

Magma Barrier
50% of Physical Damage Converted to Fire Damage.
20% of Physical Damage as Extra Fire Damage.
30% increased Fire Damage.
+30% to Fire Resistance.
15% additional Physical Damage Reduction.
Surrounded by a Magma Barrier that takes 90% of Damage from Hits up to a fixed amount.
When the Magma Barrier is depleted it explodes for massive Fire Damage.
Barrier returns 10 seconds after exploding.
Periodically spawns Fire Volatiles that chase players (9 second cooldown).

Mana Siphoner
50% of Physical Damage Converted to Lightning Damage.
20% of Physical Damage as Extra Lightning Damage.
30% increased Lightning Damage.
+30% to Lightning Resistance.
Immune to Lightning Ailments.
Surrounded by a Mana Siphoning Ring Aura.
Enemies in the Aura take Lightning Damage Over Time and lose Mana every second up to 50% of available mana pool.
Enemies standing inside the Ring are not affected by the Aura.

Storm Herald
50% of Physical Damage Converted to Lightning Damage.
20% of Physical Damage as Extra Lightning Damage.
30% increased Lightning Damage.
+30% to Lightning Resistance.
Immune to Lightning Ailments.
Casts Lightning Storms targeting Enemies.

Soul Eater
Gains Souls when nearby allies die.
Each Soul grants 4% increased Damage, Attack Speed and Cast Speed.
Summons a Phantasm monster every 5 seconds.

Corpse Detonator
+40% to Fire Resistance.
Creates Corpses nearby (10 second cooldown).
Ignites nearby Corpses, detonating them after a short duration.

Evocationist
Ignites on Hit.
Shocks on Hit.
All damage with Hits can Ignite.
All damage with Hits can Shock.
All damage with Hits can Chill.
+30% to all Elemental Resistances.
50% of Physical Damage as Extra Damage of a random Element.

Mirror Image
Periodically creates several clones (8 second cooldown).
Clones disappear after 5 seconds and do not drop items or grant experience.
Clones do not inherit mods from the original monster.

Corrupter
Inflicts Corrupted Blood on Hit.
Inflicts Corrupted Blood when Hit.

Invulnerable
Rare Minions cannot be damaged while Rare monster is alive.
30% chance to Block Attack Damage.
30% chance to Block Spell Damage.
Every 9 seconds cannot be damaged for 3 seconds.

Crystal-skinned
+40% to all Elemental Resistances
40% of Physical Damage as Extra Damage of a random Element.
Fires crystals under Players when they hit you (0.4 second cooldown).
Crystals deal no damage and despawn after 12 seconds.
When the Rare monster dies all crystals charge up and explode, dealing Cold damage.

Empowered Elements
Every four seconds gain a new affinity cycling between Fire, Cold, Lightning, Physical and Chaos.
While you have an affinity you have 60% reduced Damage Taken from all other damage types and 40% increased Damage taken of the affinity damage type.
Fire Affinity grants 100% of Physical Damage as Extra Fire Damage.
Cold Affinity grants 100% of Physical Damage as Extra Cold Damage.
Lightning Affinity grants 100% of Physical Damage as Extra Lightning Damage.
Physical Affinity grants 60% increased Physical Damage.
Chaos Affinity grants 30% of Physical Damage as Extra Chaos Damage.

Effigy
Summons an Effigy of a targeted player (10 second cooldown).
Effigy links to the target player. While linked all damage from Hits taken by the Effigy is also taken by the player as reflected damage at 10% of value.
Effigy can taunt other Enemies to attack it.
Running away from the Effigy will sever the link between itself and the player.

Trickster
Suppress Spell Damage.
Prevent +10% of Suppressed Spell Damage.
40% less Damage Over Time Taken.
Non-Damaging Ailments Reflection.
Every 8 seconds Flee for 2 seconds.
While fleeing avoid 65% of Damage from Hits, gain 100% increased Movement Speed and 1000% increased Evasion Rating.
While fleeing cast Frost Walls targeting players (2 second cooldown, 2 second global cooldown).

Opulent
5000% increased Quantity of Items Dropped.
20000% increased Rarity of Items Dropped.
Creates Cursed Urns which can contain valuable loot but apply Gambler's Greed for 10 seconds.
Gambler's Greed increases damage taken by 15% and reduces action speed by 10% per stack (maximum 5 stacks).

Lunaris-touched
50% increased Damage.
+60% to Cold Resistance.
10% additional Physical Damage Reduction.
Spawns apparitions of Lunaris which use their skills.

Solaris-touched
50% increased Damage.
+60% to Fire Resistance.
10% additional Physical Damage Reduction.
Spawns apparitions of Solaris which use their skills.

Arakaali-touched
50% increased Damage.
+60% to Chaos Resistance.
10% additional Physical Damage Reduction.
Spawns apparitions of Arakaali which use their skills.

Brine King-touched
50% increased Damage.
+60% to Cold Resistance.
20% additional Physical Damage Reduction.
Spawns apparitions of the Bring King which use their skills.

Tukohama-touched
50% increased Damage.
+60% to Fire Resistance.
20% additional Physical Damage Reduction.
Spawns apparitions of Tukohama which use their skills.

Abberath-touched
50% increased Damage.
+60% to Fire Resistance.
15% additional Physical Damage Reduction.
Spawns apparitions of Abberath which use their skills.

Shakari-touched
50% increased Damage.
+60% to Chaos Resistance.
10% additional Physical Damage Reduction.
Spawns apparitions of Shakari which use their skills.

Innocence-touched
50% increased Damage.
+40% to all Elemental Resistances.
15% additional Physical Damage Reduction.
Spawns apparitions of Innocence which use their skills.

Kitava-touched
50% increased Damage.
+30% to all Elemental Resistances.
25% additional Physical Damage Reduction.
Spawns apparitions of Kitava which use their skills.
Last edited by oddawajkapcie#1301 on May 15, 2022, 5:32:36 PM

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