Ways to make the game harder -- bad ideas only

What's your worst ideas for how to make the game harder? Bad ideas only, preferably ones GGG might actually do.


- Recoup has been removed from the game. All sources of recoup now give leech at similar values, thus capping the amount of recovery you can get.

- Rares now have an additional Archnemesis mod, much like they did at the start of sentinel league. No changes from the current state of archnemesis mods otherwise.

- Recombinators go core, but add a "recombinated" flag to items much like "split". Recominated items cannot be recombinated again.

- Spell suppression sources have been reduced by 50% across the board, since it was too easy to cap.

- The damage of ground effects, after death explosions, etc has been increased so that players cannot ignore them.

- Dying in softcore now removes all experience gained in your current level.

- Monster health and resistances have once again increased across the board. Monster damage has also been increased. This is to slow the game down, even though it will actually speed it up since it makes it even more imperative to kill things immediately.
Украина в моём сердце
Last bumped on Dec 19, 2022, 7:21:56 PM
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give random monsters reflect and remove reflect immunity.
make reflect also affect dots
Very cool mirror Service: https://www.pathofexile.com/forum/view-thread/3227915
World pvp. Because someone on the forums is suggesting that
-give zones lvl ranges (lets say +/- 2)
-disable cd's on monster ablities =)
-give corpse explosions from chest a random timer (oh wow it used to be like
that)
-make all projectiles homing missiles
-increase stun durations on the player and increase the base duration of status
ailments
-make uber hilock the default
You have to remember to chase and catch your dreams, because if you don't, your imagination will live in empty spaces, and that's nowhere land.
- stash changes to random place each time you enter hideout

-you ressurect always in town

-removed increased movement speed and action speed.

-no more loot filter.

-half of monsters are now harvest monsters with archnemesis mods.

-every map you hear Casia singing for 3 minutes.

-game is now more zoomed in.
Give bosses Arc
As players have always appreciated increasing content in maps, we are proud to announce our next step to meet the ever increasing needs of our exiles! The following changes have been made:

- Beyond has been removed as a mechanic of choice and is now always enabled. As many players have enjoyed multiple layers of beyond and to preserve this option, the default has been quadrupled (this is a buff!);

- Harbinger has been removed as a mechanic of choice and is now a part of the beyond mob pool. Color adjustments have been made for fluency;

- Delirium has been reworked. It no longer straightforwardly increases monster health and instead increases monster defensive attributes generally;

- Additionally, new Archnemesis modifiers have been added to the pool to keep the play experience of exiles everywhere fresh and exciting. These are:

Splitter
A monster with Splitter will split itself at 50% health into 2 versions of itself and gain a new Archnemesis modifier.

Breacher
A monster with Breacher will occasionally drop a breach portal that opens automatically after a reasonable interval.

Armscaller
A monster with Armscaller has an aura that gives nearby monsters its modifiers, at half strength.

Cleric
A monster with Cleric will attempt to heal other nearby monsters with Archnemesis modifiers and occasionally resurrect them. Resurrected monsters will gain a temporary shield that functions similarly to the damage reduction certain bosses have at the start of the encounter.

Scavenger
A monster with Scavenger will attempt to open nearby loot boxes and take their content. When a mob with Scavenger is defeated, it has a chance to drop all the items it previously attained.

- To balance the increase in map content, we've reduced the strength of ground degens significantly. In order to keep them impactful, they now stack and last a little longer;

- Certain basetype monsters have been buffed in order preserve their natural impact in gameplay;

- Greatly improved monster AI. Monsters will now attempt to flee at low health, while other monsters will do as much as possible to help them. This allows for players to properly strategize against combinations of enemies;

- The amount of rares found in maps has been slightly increased to accommodate the new levels of pack size commonly enjoyed by exiles;

- To compensate above changes, overall experience needed to level has been slightly increased.
Did you try turning it off and on again?
Last edited by kaepae#2068 on Jul 1, 2022, 2:30:14 PM
100K max DPS melee
50 K max DPS AOE or projectile gems

no spell suppression, evasion, or block

I think that would do it

Basically have to play like a mentat or computer to beat a map boss....let alone end game
Git R Dun!
Last edited by Aim_Deep#3474 on Jul 1, 2022, 4:44:03 PM
Add more resists we have to cap like Grim Dawn (I think has 13 resist stats).

Remove all attack abilities from bosses, replace them all with ground degen effects that remove your regen/leech.

Make chaos spam with your eyes closed the only crafting method, not enough RNG in current crafting.

Give mobs more ability to penetrate armor/phys reduction. Make player stack impenetrable armour. Give mobs ability to penetrate that. Make players stack ultra-impenetrable armour, etc.



Try to balance the game.

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