Bunch of liars, So how many leagues later and it's still here...

Looks for some cheese to go along with the whines
The mods seems a lot more potent than in prior leagues. Eg spell resistant or life regen is much more powerful than before

I agree that the mods are buffed too much and there's a lack of loot.
I feel like rare mobs in Cruicible are worse than Kalandra league
Strong or not, the actual system still feel like boring loot goblins, so it's far inferior fom what it was in the past
Eh I only get annoyed with the poison balls and fire ones mainly cause I dodge the initial drop then go back for the loot and that damn poison ground is waiting for me like a old friend.
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hoho
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So many are just awful.

Ice wall and flee, can't recover more than half health, herald obelisks or whatever the fuck they are now, and Lightning Mirage just to name a few that annoy me greatly.

Toxic balls are nasty but at least you can sorta evade provided your screen isnt a typical PoE visual clarity nightmare.
"Better to remain silent and be thought a fool than to speak out and remove all doubt."
- Abraham Lincoln
For reference, the
Sanctum patch notes detailing the changes to Archnemesis

Problem:
Archnemesis monster mods each added a number of stats and buffs to monsters, causing them to feel overwhelming and confusing (especially when multiple mods were present on the same monster).

Solution:
  • Monster mods now only do one specific thing.
  • Here's an example: The Magma Barrier Archnemesis mod did a whole lot of stuff. It started by putting a magma barrier around the monster, but it didn't stop there. It converted some of the monster's physical damage to fire damage, it added some extra fire damage on top, it granted fire resistance to the monster and it gave some physical damage reduction for good measure. It also spawned volatile flamebloods to follow you. The new equivalent modifier just puts a magma barrier around the monster and does nothing else.


Problem:
Keyworded, thematic monster mod names gave an impression of the overall effect of the mod on the monster but did not explain exactly what they granted, requiring players to memorise them.

Solution:
  • Monster mods now say exactly what they do.
  • For example, rather than "Incendiary", which broke down into six properties, you'd now see monsters with either "Ignites" or "Fire and Ignite Resistant". Instead of "Deadeye", which did five separate things, you'd now see "Applies Random Mark", "Extra Crits" or "Accurate" as separate unrelated mods.


Problem:
The percentage of Archnemesis mods that significantly changed gameplay was high, and combinations of modifiers that required careful play arose too frequently, making content too complex.

Solution:
Since each mod now only does a single thing but monsters don't have more mods than they used to, the percentage of monsters with gameplay-altering effects is now much lower. Interesting and challenging emergent behaviour from overlapping mods can still happen, just less often.

Problem:
The way Archnemesis rewards were set up meant that many players felt like they couldn't just kill a monster, they had to consider if they wanted to bring a magic find character in to maximise rewards.

Solution:
  • Players are no longer required to do annoying actions to maximise rewards
  • In Archnemesis, rewards were associated with individual mods. This meant that you could tell what kind of rewards you would get in advance. In some cases, you were then effectively required to fetch a magic-find culling character to make sure that you maximised the value of the monster mod that you had found. In other cases, you would ignore a monster completely if you knew that it would only drop rewards that were of no value to you. In the new system, we have added a significant pool of new rewards to rares, but the reward that is on the monster is hidden (and not associated with a specific mod), so you don't know what kind of rewards you will get until you kill the monster. Rare monsters with more mods are more likely to have these special hidden reward mods. This new reward system smooths out the spikiness that the Archnemesis reward system had.


Conclusion:
  • The original motivation for developing Archnemesis was that the previous monster mod system was very out of date. Many of the mods didn't have any appreciable effect under modern balance and there wasn't a lot of interesting gameplay possible. In our opinion, Archnemesis did succeed at adding a lot of interesting new mechanics to rares, but introduced the problems described above. While creating the new monster mods described, we were careful to retain most of the interesting mechanics that Archnemesis introduced, but in a way that doesn't include a grab-bag of other effects and is diluted by many other simpler mods.
  • The result is a system that is very similar to what monster mods used to be like, but with much more up-to-date content and balance. Mods are simpler and say exactly what they do. While you can certainly still rarely encounter scary combinations of mods that really wake you up, it's a lot rarer than it was under the Archnemesis system. We feel that the new system is more modern and interesting than the old monster mod/nemesis system and is clearer and easier to understand in the heat of combat than Archnemesis was.



Source

Which, I think, is pretty clear and exactly what was implemented.
"
Alysma wrote:
For reference, the
Sanctum patch notes detailing the changes to Archnemesis

Problem:
Archnemesis monster mods each added a number of stats and buffs to monsters, causing them to feel overwhelming and confusing (especially when multiple mods were present on the same monster).

Solution:
  • Monster mods now only do one specific thing.
  • Here's an example: The Magma Barrier Archnemesis mod did a whole lot of stuff. It started by putting a magma barrier around the monster, but it didn't stop there. It converted some of the monster's physical damage to fire damage, it added some extra fire damage on top, it granted fire resistance to the monster and it gave some physical damage reduction for good measure. It also spawned volatile flamebloods to follow you. The new equivalent modifier just puts a magma barrier around the monster and does nothing else.


Problem:
Keyworded, thematic monster mod names gave an impression of the overall effect of the mod on the monster but did not explain exactly what they granted, requiring players to memorise them.

Solution:
  • Monster mods now say exactly what they do.
  • For example, rather than "Incendiary", which broke down into six properties, you'd now see monsters with either "Ignites" or "Fire and Ignite Resistant". Instead of "Deadeye", which did five separate things, you'd now see "Applies Random Mark", "Extra Crits" or "Accurate" as separate unrelated mods.


Problem:
The percentage of Archnemesis mods that significantly changed gameplay was high, and combinations of modifiers that required careful play arose too frequently, making content too complex.

Solution:
Since each mod now only does a single thing but monsters don't have more mods than they used to, the percentage of monsters with gameplay-altering effects is now much lower. Interesting and challenging emergent behaviour from overlapping mods can still happen, just less often.

Problem:
The way Archnemesis rewards were set up meant that many players felt like they couldn't just kill a monster, they had to consider if they wanted to bring a magic find character in to maximise rewards.

Solution:
  • Players are no longer required to do annoying actions to maximise rewards
  • In Archnemesis, rewards were associated with individual mods. This meant that you could tell what kind of rewards you would get in advance. In some cases, you were then effectively required to fetch a magic-find culling character to make sure that you maximised the value of the monster mod that you had found. In other cases, you would ignore a monster completely if you knew that it would only drop rewards that were of no value to you. In the new system, we have added a significant pool of new rewards to rares, but the reward that is on the monster is hidden (and not associated with a specific mod), so you don't know what kind of rewards you will get until you kill the monster. Rare monsters with more mods are more likely to have these special hidden reward mods. This new reward system smooths out the spikiness that the Archnemesis reward system had.


Conclusion:
  • The original motivation for developing Archnemesis was that the previous monster mod system was very out of date. Many of the mods didn't have any appreciable effect under modern balance and there wasn't a lot of interesting gameplay possible. In our opinion, Archnemesis did succeed at adding a lot of interesting new mechanics to rares, but introduced the problems described above. While creating the new monster mods described, we were careful to retain most of the interesting mechanics that Archnemesis introduced, but in a way that doesn't include a grab-bag of other effects and is diluted by many other simpler mods.
  • The result is a system that is very similar to what monster mods used to be like, but with much more up-to-date content and balance. Mods are simpler and say exactly what they do. While you can certainly still rarely encounter scary combinations of mods that really wake you up, it's a lot rarer than it was under the Archnemesis system. We feel that the new system is more modern and interesting than the old monster mod/nemesis system and is clearer and easier to understand in the heat of combat than Archnemesis was.



Source

Which, I think, is pretty clear and exactly what was implemented.


Unless...We got some more undocumented changes, as the mobs have gotten both tankier and do more damage. But who knows, maybe I'm misremembering things.
One thing's certain - they've lied to us before, what's stopping them from doing it again?
People throw the terms lie/liars around pretty often here, so.... To be fair, though: I was away for the Easter holidays and just started the league so I have no idea how mobs in maps are, yet.
"
Mikrotherion wrote:
"
TiLung wrote:

Why did you lie about removing something and then only remove the loot and keep all the mods that people hate?


Well, there are no Archnemesis monsters anymore, but the Archnemesis mods have been renamed and still appear on rare monsters. So... they are kinda still there.

That's the new system you're looking for. The rather cryptic mods have been replaced by a more descriptive text, some mechanics were changed a bit... depending on how you view it, that's "no Archnemesis" or "Archnemesis without the label Archnemesis".


The Archnemesis mods where just themselves largely a renaming of previous mods that where always there. I still don't get why people are still hung up on the idea that rares have always been monsters, basically since Nemesis and Bloodlines. Soul Eater's existed longer that Sirus.

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