Another broken rare archnemesis overstacking mechanic: Soul Eater+Necromancer
I have suffered this archnemesis mix, and must report in hope for better balancing, lets have a look what the wiki says:
Soul Eater: Gains Souls when nearby allies die Each Soul grants 5% increased Damage, Attack Speed and Cast Speed Each Soul grants 1% increased Character Size Summons a Shackled Phantasm monster every 4 seconds Necromancer: Rare Minions have 40% increased Damage Rare Minions have 150% increased maximum Life 30% increased maximum Life 10% of Non-Chaos Damage as extra Chaos Damage Summons Skeletons and Zombies Details: https://www.poewiki.net/wiki/Archnemesis_modifier Put this on a situation where you cant spot the rare soul eater summoner (a walled pasage or somewhere you cant run around), you keep killing spawning minions to advance and boosting the rare ad infinitium. It looks soul eater has no stacking limit, or its enough high to get you one-shooted by damage and atack speed being raised far above the reasonable balancing limits, when the rare chases you, you will die before being able to know what its happening and doesnt matter if you have 2k, 5k o 7k hp, block, armor, evasion or anything else. Functional response defences (armor, shield, spell supression, regen), and RNG based defences (block, dodge and evasion) both overwhelmed by the multiplicative efect of attack damage and attack speed, you recieve big hits a great amount of hits at same time. As I said, you will recieve "infinite" ammount of hits with "infinite" amount of damage within a second. The animation of the monster neither start, it aproaches and you are dead. I know the game is not designed around HC gameplay, but this kind of unfair mechanics multiplication need to be adressed by the development team before adding new content. Best regards, Last edited by Halugar#0425 on Aug 11, 2022, 1:24:29 AM Last bumped on Aug 11, 2022, 7:11:31 AM
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I'm not very hopeful, though.
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!
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Lost 4 portals to executioner x malediction tonight in a ritual. No way to mitigate the slowing because exe means it's teleporting to you. Had to bail on the last circle to not lose the entire map.
Melee here edit: have seen Soul Eater/Steel-infused/Garg in a delve side tunnel. By the time I had finished the main delve segment and sent dozens of souls its way behind the minecart, that thing was vast. I could not clear the tunnel because it was SO massive its AOE+radius for shriek (it was a bat thing) took up an entire screen. Add in the phys overwhelm and near immunity to phys and constant regen, and I just bailed on the rest of the delve and allowed it to fail and redid the entire segment Frankenstein-free. Pretty much any summoning or leeching rare mod + Empowering Minions is also pure psychic cancer. It used to be we the players were the only ones who could intentionally build such things that we would blow off an entire map (metamorphs etc). It's entirely out of our hands now and it SUhuhuhucks. [19:36]#Mirror_stacking_clown: try smoke ganja every day for 10 years and do memory game Last edited by crunkatog#0985 on Aug 11, 2022, 4:40:32 AM
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" Agree, the way archnemesis works, is like they put random metamorphs in the monster generation pool. If we feel too brave or greedy and suck against a crafted mob/map, is fair, ok. We created it and suffer the consecuences. Being raped by the random generation of things with dps far above the mean value of the zone you are fighting is frustraing, despite preparation, care chosing map mods etc. you have no way to prevent or anticipate it. Everyone doing statistics should know that even a monkey stroking a keyboard at random can write the holy bible if you bring him infinite time. Randomness needs boundaries, otherwise it generates "information spikes" by its own nature. Well, I remember "nemesis" and "bloodline" where you get ONE dangerous mod at a time. When noticed that "nemesis 2.0" buffs can stack (this is the real problem, besides certain internal buff balances like the explained, unlimited stacking of soul eater) its obvious that the random number generation will provide nasty, unavoidable mixes "when the stars come right". I can provide another interesing one, wich nuked me in labo 3 in the gauntlet: Bombardier+Echoist Echoist: Skills Repeat two additional times 200% increased Attack and Cast Speed Stunned for 1.5 seconds after using a Skill Travel skills repeat in the same direction Bombardier: Skills fire 2 additional Projectiles Skills Chain 2 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 60% increased Damage with Hits to targets Periodically Fires a Nova of Fire Mortars (6 second cooldown) Pair it with a devourer or anything else constantly teleporting to your position, spaming 2x(2+1) projectiles at 200% speed (roughly a 600% dps increase from a high damage base). I you survive the initial blast you have a chaining on floor mortar rain lol. Last edited by Halugar#0425 on Aug 11, 2022, 7:25:30 AM
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