Abundance of Soul Eater
Why? To keep "billionaires" with HH happy?
And everyone else miserable? This mod shouldn't be as common as mundane Hasted or More Life mod. Last bumped on May 5, 2023, 4:43:01 AM
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bump. I am so sick of the endless build killing mobs and unkillable mods prevalence this league
Lab is 0 fun. Free the ascension points from lab
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Like can't you guys run away when you found a monster you can't kill?
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" Have you tried running away from built up Soul Eater? It's not happening even with 3x Flame Dash, Shield Charge and popped Quicksilver Flask. And unlike players, the damn stacks don't go away. If it snowballs too much it's pretty much not stoppable. |
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Is there a reason you can't target the mob that's draining the souls first? In addition you can run away I've ran away from a 1k drain soul eater BY a frost blink don't exaggerate dude.
Dys an sohm
Rohs an kyn Sahl djahs afah Mah morn narr |
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Just another mechanic that preys on players not paying attention, just like on death effects. Solution: Pay attention to what you are doing. Hard to miss those soul drain beams everytime something dies.
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" It's hardly about paying attention when you're in a mechanic like Simulacrum, Ritual, Delve, or especially Blight. I think it cheapens the game, it looks stupid when a monster is vibrating, attacking so fast it breaks animations. Rares having more life/resistances than pinnacle atlas bosses is pretty lame in general too. If its in a league mechanic on a t16 8 mod corrupted map with 100% delirium and other modifiers, sure. Some combinations are just stupid, had my AG with >550k EHP before gear bonuses with Gruthkuls for 13% total regen per second die in less than 2 seconds to a soul eater goat shaman spamming >20 lightning AoEs per second on a ZERO damage mod map, it grazed me as I was running for more than half my hp. It would have been unkillable for a true melee build. And to people saying just attack the soul eater, I guess flicker strike and minion builds don't matter? As it stands I'm not a fan of how much of the base monster stats come from random mods. Most feel completely unengaging and a few are much harder than they should be given the difficulty of the rest of the zone. It makes map bosses a joke by comparison. Last edited by jerot#5117 on Apr 16, 2023, 1:56:28 AM
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You looked into it and think its balanced GGG, are you sure?! do you play/test enough to even have a players perspective, let me show you
Runic soul eater, cycling dmg(rename it dmg immune already if you at it), life regen was unable to kill it with over 2 mil dps https://drive.google.com/file/d/15wEZOW0M_j-wWcCHYXmTkaM4hrpvWwkF/view?usp=sharing its an old outdated mod, you refuse to remove, it might had fitted it back in the old days, where there was not so many mods, and monsters spawns, but todays Poe it should be removed , do it already Last edited by digibluez#3059 on May 2, 2023, 9:18:48 AM
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" Gonna hard disagree with this one, many mechanics are just like that soul eater however is a failed rare mod. The intention is that you get a monster with scaling difficulty over time and are encouraged to handle that appropriately. The actual result is a monster that may as well have 300% attack/cast speed set on it and soul eater doesn't even feature as a modifier. This is primarily because PoE is very area focused and monsters spawn in groups with density being a primary focus for progression. Its very easy to categorise modifiers like this (allies are invulnerable has a very similar problem but is circumstantially easier to deal with) by how often you actually counterplay them. Players don't counterplay soul eater, they just have enough dps that it dies almost immediately and they leave if it doesn't. Worth mentioning that individual rares are so worthless in PoE that the idea of counterplaying one is already a failed principle :p honestly the whole thing is why AN was and still is considered a failed rework. It just about worked when you could add the modifiers yourself create a mega juiced mob and it would drop 30 gilded scarabs now that its pure rng it simply isn't worth the time to kill anything that doesn't die immediately. Mana siphon is an example of one of the modifiers that actually works in terms of changing player behaviour instead of just adding mechanical numbers. Last edited by Draegnarrr#2823 on May 2, 2023, 10:58:09 AM
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The mods are stupid.
Im playing melee builds. Im at the point i run past rares and hit on the way by . If i don't see that HP bar move in a significant way in 1 second. I run right by. If i can't run, which is incredibly common because , Hyper fast / Teleporting mobs or even super fast base mobs with death auras that i can't kill before i die to its aura; that i can't get out of, because it is 10x faster or just teleports on top of me. The argument to pay attention is mute. Pay attention to what ? I play Cyclone cast on crit.. I frost blink to mob packs to get in the pack before they can range attack me. My mouse buttons are held down . Now go ahead .. with both mouse button held down , hover over a mob and tell me what you see. ... NOTHING. It a total failure. Not only are AN mobs fully back in the game AGAIN. The UI cannot give the information required in a timely manner. You cannot get the information you need to make a decision before you are dead. AN mobs will diminish this game. Last edited by Jitter912#4278 on May 2, 2023, 11:14:27 AM
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