These New Mods are the worst thing to be added to the game.

I quit this League after day 1.

If you keep playing but complaining its more likely that AN will stay core.

Play other games, let tell Chris by the numbers that they screwed up big time.

No message is more clear than if the majority left.
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Bosscannon wrote:
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AndromedaDelux wrote:
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EDIT: after examining your post once over I have to ask, do you really disagree, cause it seems to me you describe the same problem as I do? Only difference was you could avoid playing a map with shite mod but cant avoid meeting shite rolled AN yellows.



Honestly....I don't fully disagree, some minor points but yeah, same problem different path. I would 100% rather dump a map, or reroll it, and not have to deal with some build breaking bullshit, rather than jump into a map thinking the mods were ok, only to get screwed over by a set of mobs, or archnemesis mod that completely fucks hours worth of character progression. I made the comparison with things like reflect etc, because there are definite ways to avoid it without even stepping foot into combat. You can either scour the map and pop something else on, or you can throw on anti reflect rings, you can use pantheon, etc, all minor costs. What I do agree with is the fact that with these new mods and things that appear on mobs, is you can't just GET an extra 70% ailment chance. You can't just GET the ability for your poisons to get past a toxic mob. You can't just GET counter block. You can't just GET the ability for your hexes to effect hexproof mobs even if you have the ability to hex hex proof mobs because expedition mobs can pop out and ignore your ability to hex hexproof mobs. Its all a jumble of fuck. We didn't have to deal with that before. At most, old mods would brick builds who didn't have enough dps to counter high regen...easy solution, just don't deal trash damage.

Reflect was a common brick mod, but we got plenty of ways around it. These new mods though, you can't do shit about them. And in relation to what you said, yeah, you're right, we don't have the resources to deal with it.
Player agency has a very restricted meaning here in PoE, according to the very same (and proud) words of the creator C.Wilson himself: choosing which content to run according to build capability. You roll your map mods, you face the consequences. God forbid any other kind of mechanical and non-rng based capacity to respond to ordes of hasted enemies and kazinga salvos of projectiles. But that's fine: his game, his rules, his stupid vision.
The problem is that the introduction of archnemesis mods is an incredibly random and unpredictable way to shove enemies in your face, and violates the only type of agency we have left by design (a part, of course, the ultimate one: not playing the game at all). Every modded enemy can now roll whatever unfair/overtuned/impossible combination, regardless of what you spend in currency to tune your maps. And C.W. really thinks it's now easy to read at a glance those modifiers and act accordingly?!?
His ego was so over-inflated when he was revealing his genius idea of accustomizing players to AN mods in 3.17 league before fully unleashing them in 3.18 that he simply overlooked what a big flaw was committing against his own vision. That guy needs another 3.15-feedback cold shower to come to his senses.
There's nothing inherently wrong with Archnemesis mods. They were great for their original purpose which was to create your own boss-like enemies in Archnemesis league. The mods feel balanced to that end.

For some bizarre reason, however, GGG decided to just shoehorn them into the base game for all monsters which clearly isn't working.

They should've kept Archnemesis as a build-a-boss league encounter rather than rolling it into all mobs. It would be nice to have something other than Metamorph, which is now far worse to deal with thanks to said mods.
PoE players: Our game has a wide diversity of builds.

Also PoE players: The [league mechanic] doesn't need to be nerfed, you just need to play a [current meta] build!

And the winds will cry / and many men will die / and all the waves will bow down / to the Loreley
I think the league is alright and it accomplished the goal of slowing the game down a bit and made defensive stuff meta.

There are still few problems with the modifiers:

-there is FAR too much on death explosion / degen zone. It feels like if every third monster has this. I died a few times browsing harvest crafting menu because mobs left 5 fucking degen zones stacked on top of eachother. And my character is nearly unkillable otherwise.

-some league mechanics need to have AN mod frequency toned down or even removed completely. Ritual feels awful, Harvest mob releases are deadlier than 200% quant formed / forgotten / twisted maven invitations that release all bosses at once, Delve is almost unplayable because it inherently scales with depth (without upper limits, it's the only infinitely scaling mechanic in the game).

People are asking to bring back Ultimatum but I cannot imagine playing Ultimatum with archnemesis modifiers. Restricted area with insane mob swarms where 90% of mobs are rare or magic and ground is already full of shit spawned by ultimatum-specific mods? It was a rippy mechanic in 3.14 league, currently it would be nearly impossible. I managed to beat Simulacrum 30 which is kinda similar to Ultimatum, it was absolute CBT, I'm not running any more Simulacrums this league.

-Scaling with other modifiers such as Bestiary mobs or Essence mobs. Look, rare monsters are just rare monsters, they are not map bosses or pinnacle bosses. Why the end up so tanky? I ran into unkillable mobs that I just needed to skip because my 420k tooltip DPS with 54% resist pen wasn't making any dent in its HP pool. Juiced Expedition bosses are weaker than this bullshit.

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