Monsters with high regeneration is a problem
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Energy regeneration can be overcome by maintaining a constant attack pressure, but life regeneration is a wall that hinders a lot of interesting builds that don't rely only on skyrocket dps. Once the player encounters a monster or a boss that cannot kill the progress is halted.
There is a frost bomb that reduces life regeneration but is too unreliable to be realistically used. A possible solution could be a curse that reduces life regeneration. Last bumped on Apr 19, 2023, 2:52:35 PM
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adding a divergent temporal chains that focuses its power to slow down enemy regeneration at a higher rate while slowing their action speed less and or has a reduced nerf to the speed of DOTS.
that might help if they added it, just throwing some ideas around. Innocence forgives you Last edited by SilentSymphony#3358 on Aug 6, 2022, 9:07:58 PM
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I don't find Frost Bomb unreliable but I do think "just use Frost Bomb" is too narrow a solution to be satisfying. It's just a matter of thematic variety - there shouldn't be just one skill gem for this purpose.
I'd be happy to see a few more high-regen monsters if the game had a wider variety of methods to pause regeneration. Plenty of opportunity out there for passive mods like, I dunno, "Enemies cannot regenerate life if you have stunned them recently", "Enemies poisoned by you have 50% reduced life regeneration", "Ignites inflicted on enemies reduce their life regeneration by your fire resistance", etc etc. ^ Temporal Chains is a good spot for it too, yeah. |
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You can get it as an eldritch implicit on helmets and never worry about this again.
Even if you aren't running a low DPS build, I highly recommend trying to hit this implicit if you're farming a lot of Maven content next League. |
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Why does monster Life Regen exist when ES already took that spot before hand?
For players Life Regen was mostly sustain but it's gotten out of hand over time turning into healing mitigation. If you tank in MMOs then you know what I'm talking about. For monsters however. It's always been healing mitigation. Why are there two mechanics in the game that essentially do the same thing? Esp when the first (ES) was far more fair to all build varieties. "Never trust floating women." -Officer Kirac
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" I can think a skill or a defensive layer that limits the maximum life damage during 1 seg. Basically, it gives the player 1 sec to react. It might solve a lot of complains about being killed in one shoot and also induce variety in builds because those with 1M dps will have to reconsider a more strategic approach because some monsters don't die in 1 shot. But while life regeneration is allowed to be so high, this can easily spin out of balance. Last edited by B00b#4465 on Aug 7, 2022, 5:32:02 AM
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" You know that this mod only works if you hit. It is only viable for some specific builds. Also I don't think that players get that farming eldritch orbs is a good answer. New players don't even know what this orbs do. Why go through a painful crafting process, while the most obvious solution is to copy a build with 1M dps. | |
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Genuinely curious here: Which new player who is NOT copying a build is coming up with an "interesting build that doesn't skyrocket dps" that "does not hit" AND is making it far enough into the game where life regen is a problem?
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" I'm also curious. I've literally never heard of a build which doesn't hit, at all, ever. Even DoT skills like Essence Drain and Cold Snap have a hit component to them. Almost every elemental build is going to use a skill like wave of conviction to apply exposure and curses. I mean, hell, just flame dashing through enemies would be enough, or blocking a hit on tempest shield. So when you say "some specific builds" I'm pretty sure you mean "99.9999% of builds." |
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" 'Hit' has a specific meaning in POE that refers to attacks. Spells aren't attacks and don't 'hit'. |










































