Please remove Archnem mods.

the game is ok where it is, sure AN mods made it harder on league start but then meta settled in a more defensive spot, where items usually used in HC are used in SC trade league.

I just have 2 problems with the game atm:

1) Progression through map tiers feels way too fast. There are 16 map tiers but you toss away 80% of them after 3 days. Like, you can filter out any map below t14 because you will never do them on current character. It wasn't this fast in earlier leagues, especially in 8-region atlas that had 165 maps. In 3.14 and 3.15 league progress through map tiers felt alright, you were not running into content above your paygrade because you had to do a fair share of white and yellow mapping. Now the game shovels you into high reds at level 80 with shit gear. The end result is 6-portaling most maps and being hard stuck level 88-90. You have to juice and do hard content because you need to make currency. You die a lot but you still make better money per hour than doing low maps without exarch influence, without passive points for atlas tree etc.

We need to tone this down a bit, make exarch / eater influence appear in white maps too and the quest not shoveling you to T16 right away.

2) AN mods need targeted nerfs in certain league mechanics. Especially those that greatly constrict your playing area. Ritual for example. Or Delve. I really hate being zapped by heralding minions monster that sits 50 yd away inside darkness zone (and is invulnerable because of this). And don't you even dare speak about Ultimatum lol. You really wish THIS to be brought back now? THIS BULLSHIT, with cramped arena and 1000 rare monsters per second spawning? You are insane. If Ultimatum gets brought back it needs to have like 0 archnemesis modifiers. It was rippy enough as it was.
+1 for remove or NERF an
Mercenaries master craft service Mercenaries My IGN TreeOfDead
https://www.pathofexile.com/forum/view-thread/2037371 Vouch
Mercenaries veiled crafting all service all crafts mods
Mercenaries SC master craft service Mercenaries SC craft mod!
Veiled crafting Service Settlers craft PM: TreeOfDead
Ive been playing since 2012 . AN is by far the worst feature. GGG tried, leave AN mods on the cutting room floor please.

+1 Remove or nerf AN mods.
Have they fir sure said that AN mods are here to stay, cuz I can always use the room on my HD that this game takes up.

TiA
"
Thornwalker69 wrote:
Have they fir sure said that AN mods are here to stay, cuz I can always use the room on my HD that this game takes up.

TiA


I don't think they have said that but I don't think that I've ever seen GGG completely undo something put into core game. I hope they do remove AN mods maybe putting them back in in the future after rework but, I really doubt it. The best we can probably hope for is some changes to save the old league mechanics that have been screwed by AN mods. It is probably even hoping too much that they reduce the huge damage spikes (one-shot deaths) caused by AN mods. Although maybe they will fix some bugs that could cause them if we're really lucky.
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!
I'm a minion build so the only biggest downfall I've dealt with was generally soul eater which I think is silly since it can be on random mobs that are unavoidable instead of just a boss like burial chamber which is avoidable.

On the other hand watching my friend who is playing a cyclone build melt every time Effigy appears is ridiculous. It's got to be one of the dumbest no thought no tested arch nemesis mods in the game. Highly agree that the mods are highly overtuned and that for the most part you have to play a minion build or high investment builds to even deal with a lot of them.

Also all these puddles on the ground due to enemies is kind of terrible. Often in delve I spend most my time seeing an entire floor of ice puddles while going down paths or even abyssal cities. I've had maps where the entire floor is just entirely covered with puddles. I mean it's ridiculous that I have to avoid these modifiers on maps due to it and may die in delve due to puddle spam throughout the entire tunnel.
Last edited by ChaosCreature7#3562 on Jun 13, 2022, 2:22:52 PM
I finally had to switch over to a minion build just to make meaningful progress. I should not have to abandon builds I like to suit AN's problems. Dont get me wrong, I find skellie mages effective, just boring as watching paint dry.

Another week started, still silence.
My favorite thing about this league.

Seeing all these people on the internet say that the game is too easy and drops too much stuff in previous leagues. This league launching and everyone complains about how its too hard and isn't more rewarding for the difficulty increase.
Last edited by Lonnie455Rich#2087 on Jun 13, 2022, 6:29:37 PM
I talked about this a bit in a different thread (see https://www.pathofexile.com/forum/view-thread/3274092) but the main problem with Archnemesis modifiers is that they're applying strong bossing modifiers to the general mapping experience by being random modifiers on rares. Just look at the bonuses these mods give: a single fire mod gives the rare more Fire Resistance than Shaper! Not to mention the mods that are literally named after the bosses they're drawn from.

Last league, we had a pretty good time with the league mechanic as it was: we chose challenging mods, we killed a strong boss with those mods, and we got lots of rewards for it. But now those challenging bosses are all spread throughout every map, albeit somewhat weaker. But which of these experiences is more fun: running through a map killing a bunch of mini-Mavens, or just having one strong boss fight against Maven? The fun we have through bossing is different from mapping, and I think Archnemesis mods are more on the bossing side.

Archnemesis mods can work well for a bossing mechanic, but they don't work well for any mapping mechanic, which is exactly what they are right now: magic/rare monsters are what make up all of PoE's mapping mechanics (maps, Blight, Legion, Ritual, Delve, etc.).

The best change would be to remove Archnemesis modifiers from mapping (i.e. no more spawning on magic and rare monsters) and instead change it to be something like Metamorph 2.0 like last league: an optional Boss spawns, perhaps after killing the map boss/most rares on the map, with random Archnemesis modifiers. If you can kill it, it drops loot comparable to last league (perhaps have a nerfed version of last league's bonuses for each mod, like how Brine King would multiply the rewards, and so on).

This gives us a challenge, it enhances the mapping experience without making it tedious like a map of mini-Brine Kings would, and it resolves all our complaints about ruined maps/mechanics/builds.
Last edited by agentyoda#7967 on Jun 13, 2022, 8:32:18 PM
"
Lonnie455Rich wrote:
My favorite thing about this league.

Seeing all these people on the internet say that the game is too easy and drops too much stuff in previous leagues. This league launching and everyone complains about how its too hard and isn't more rewarding for the difficulty increase.


And the kind of people who just sit back and let game design abuse them for a bit of extra profit through more time wasted are likely just the kind GGG welcomes here the most. Guess you are lucky for being capable of enjoying that.

Report Forum Post

Report Account:

Report Type

Additional Info