Remove Heralding Minions
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They are implemented wrong.
In their current state the only proper move is to remove this Mod. The way they currently interact with the player is either doing absolutly nothing or instantly killing the player, this is BAD. If you fight against a Rare it can happen in Poe that something is obscuring your battle, be it walls, trees, special Abilitiy Effects, visual clarity, Ground Effects, alot of enemies etc etc. Then in those Situations a PAPER THIN in comparison "Totem" spawns. This is not a big Red Circle how Flameblast is and if u dont move you die! (Please hear your players here too, i dont want to go to reddit :( ) Please GG remove this mod. Last edited by ven0r#6194 on Sep 2, 2022, 3:52:57 AM Last bumped on Sep 2, 2022, 7:56:14 PM
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the problem with this mod is how fast the cast rate is and how far they chase you. They can molest you with those damn totems from off-screen. And it's not one totem spawning, it's usually 4-8 at a time, casted near instantly.
They need a solid damage nerf too, because even with 75% lightning resistance they hit like a cargo train. Other such damaging attacks are well telegraphed, for example Magma Barrier monster produces a screenwide shine, you look at it and anticipate a nuclear bomb about to go off, you do the only viable thing and run the heck away. These totems are not. They pop out from the ground instantly and just kill you in 2 or 3 hits. |
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Frankly, the only proper thing to do is to remove arch-nemesis entirely until fixed in terms of their ridiculous health pools and delete both the heralding minion mod and the job of whoever let that get off the drawing board. It's the most cancerous ability in the game and not worth trying to fix.
As is, the game is not just unfun, it's anti-fun. |
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I think Archnemesis is at least playable now (unlike the start of 3.18), but I still think it sucks.
Herald of the Obelisk or Storm Strider are miserable to play against along with a lot of other build-dependent grief mechanics (like Executioner). None of these mechanics make the encounters themselves particularly interesting. Sentinel, for example, doesn't make me adjust my behavior. It just makes me realize that killing this rare is going to take a lot longer than it otherwise would. That's how most of these mechanics work. They're just arbitrary stat boosts or annoying grief mechanics to sort of patch over bad monster design and scaling. |
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All the archnemesis mods have good or bad elements. I don't mind Stormstrider, but Flamestrider just melt my minions due to the fire damage zones for them. It is what it is. Hopefully they tone down the damage on that one for minions, as they mentioned in the latest postings.
Some of this should have been sorted out back in Archnemesis League. However, if no one gave feedback of trouble with Heralding Minions then, how would they know to fix it now? That WAS effectively the beta test of the Archnemesis modifiers. However, it's possible things got missed as players would just avoid using mods they didn't like, rather then actually give feedback on them. |
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