Loot goblin meta is real, it's not just player perception.

The majority of dropped loot is coming from Archnemesis, we can visibly identify archnemesis mods and know what kind of loot is going to drop before we kill a monster.

That was never the case in previous patches, if you wanted to make use of MF gear or a culler you would have to run an entire map with them. Big drops were randomly distributed.

Now that so much of the loot is focused into these identifiable mods, it's easy to see a large payout coming and min/max by inviting a culler or swapping gear, which can increase your loot 2-3x.

Map juicing is still speculative, you can't add quantity to a map after the fact, but you can change your gear and find someone on TFT. When you're talking about the potential for multiple divines, it's absolutely worth the extra minute or two it takes. (Not 50, but even 2-3 is massive for most players)

While you're at it, loot at how Archnemesis mods are stacking with league modifiers, stuff in the lake, beasts, and essence monsters hit harder than pinnacle atlas content, even the ones in maps with zero damage mods.
Last bumped on Sep 10, 2022, 11:12:31 AM
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Remove goblin.

I dislike how much damage it just "existing" has done to our wonderful community of prison escapee's
Innocence forgives you
Last edited by SilentSymphony#3358 on Sep 7, 2022, 2:54:28 AM
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SilentSymphony wrote:
Remove goblin.


And dont forget to distribute the loot.
“We are the race of flesh, We are the race of lovers.”
"
Frostride wrote:
"
SilentSymphony wrote:
Remove goblin.


And dont forget to distribute the loot.


True.
Innocence forgives you
"
While you're at it, loot at how Archnemesis mods are stacking with league modifiers, stuff in the lake, beasts, and essence monsters hit harder than pinnacle atlas content, even the ones in maps with zero damage mods.


The more I play the more I feel that this is a myth. I guess it is possible for them to have higher EHP than bosses for some builds but their damage is not as high as the boss slams. Trust me I would know, I've been playing maps with damage mods and so far the only way I can die is
1. Boss slams
2. detonate death strongboxes
3. Freeze strongboxes with revive with onslaught when I don't have an immunity to freeze flask
Last edited by Johny_Snow#4778 on Sep 7, 2022, 3:23:28 AM
"
Johny_Snow wrote:
"
While you're at it, loot at how Archnemesis mods are stacking with league modifiers, stuff in the lake, beasts, and essence monsters hit harder than pinnacle atlas content, even the ones in maps with zero damage mods.


The more I play the more I feel that this is a myth. I guess it is possible for them to have higher EHP than bosses for some builds but their damage is not as high as the boss slams. Trust me I would know, I've been playing maps with damage mods and so far the only way I can die is
1. Boss slams
2. detonate death strongboxes
3. Freeze strongboxes with revive with onslaught when I don't have an immunity to freeze flask


Sirus can't touch me, the only thing I fear in Maven is the beams that turn off regen (RF), shaper or elder can't one-shot me (Other than the elder circle explosion). But I still sometimes run into monsters that can destroy me in 0.2 seconds if I let them get in melee range.

But I'm not playing a ranged build with 11k life(7.1k unreserved), 2.9k ES, and 5.4k regen I guess.
Last edited by jerot#5117 on Sep 7, 2022, 3:39:18 AM
Oh, I can assure you it is not ranged. Firestorm is not an instant skill, so if you are planning to shoot down mobs at range you'd be disappointed. The only way to reliably take them down is to either go right next to them and force them to attack you (bosses) or to freeze them with Frostblink (normal mobs). Basically, the build is RF without the life/ES degen associated with it.
Least a loot goblin drops good stuff. PoE rares still drop garbage. To be fair when 99.9% of the loot is generally garbage a loot change like this is also pretty much garabage but worse then that loot goblins actually drop a ton of loot whereas rares tend to drop them bare minimal. The old loot drops were much better overall. Also the nerfs to atlas and harvest makes it much much worse. The only places seemingly unaffected by loot changes are Delve and Heist.
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Johny_Snow wrote:
Oh, I can assure you it is not ranged. Firestorm is not an instant skill, so if you are planning to shoot down mobs at range you'd be disappointed. The only way to reliably take them down is to either go right next to them and force them to attack you (bosses) or to freeze them with Frostblink (normal mobs). Basically, the build is RF without the life/ES degen associated with it.


Fair, not a version I've played so I'm sorry for assuming.

Still, either of our builds are fairly tanky compared to the average. And we can both throw down some damage and kite when things are scary. But it hardly represents the experience of other builds, particularly pure melee.

I may be more susceptible to things like Executioner, it cuts my EHP in half before the mob even hits me. Or multiple hits, as a large portion of my regen goes to feeding RF. Which has been a problem with things like beyond tiles in lake dropping packs in your face, or some nasty hasted soul eater combinations. Otherwise we have fairly similar EHP.

I just don't like how disconnected monster difficulty feels from map mods or tier, it largely has to do with the Archnemesis rolls. It can absolutely spike things harder than they should be relative to the rest of the content around them. And I've seen and heard enough examples from trusted friends and content creators I follow to know something definitely isn't right with monster balance.
"
Johny_Snow wrote:


The more I play the more I feel that this is a myth. I guess it is possible for them to have higher EHP than bosses for some builds but their damage is not as high as the boss slams.


Boss slams are intended to be dodged and usually trivial to do so, most of the worst offending AN stacked mobs end up with 200% attack speed and have an extremely simple animation that completes quickly.

Damage is completely out of hand right now, play an evasion character and you'll see how hard you can get hit by trash in white maps its pretty absurd.

Don't forget that 20k armour which is pretty much I wear armour and use determination will halve a hit for 4k, 4k is ~ 60-70% of an evasion builds life (being generous) and you will see hits for this in unmodded white maps occasionally.

I think players have gotten so used to destroying all packs immediately that they've lost sight of the fact almost every pack we encounter will kill a character stood still within a second if allowed to hit.

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