Crit Resistant monster mod is overly punishing

edit:
Ok, I just had a Crit Resistant monster that I could freeze just fine so I watched back the video of the super tanky monster that tilted me enough to make this post. That was a 3 Essence rare and the bigger problem for me was that it had "Can't be fully slowed". I mean it was still way too tanky with the only defense mod being "Crit Resistant" (unless Molten Shell does something while it's not active), it was a 3-4 minute fight (I only recorded the second half, was in my hideout in between looking for something that might help my damage) in a T7 or 8 map, the three essences were Screaming of Torment, Wailing of Anger and Weeping of Doubt.
Now I'll need to take note if I can freeze other "Can't be fully slowed" monsters and my inability to do so was just the incredible life/damage resistance. The Glacial Hammer mod "Every third successive strike Freezes enemies as though dealing 390% more Damage" and some non damaging ailment boosts and me using a slower 2 hand for big hits usually guarantees freezes even when a lot is mitigated. IF "Can't be slowed" means "immune to freezes" that would be something I'd like to see changed since the ailment itself has some other knock on effects even if the monster still moves at normal speed.

So, yeah, unfortunately another case of emotions leading to frustrated ill informed posts but these super tanky (like a factor 100+ to other rares) rares where it's not obvious why they take THAT little damage are frustrating. Wish I could debug this game.

original post:
The old database just says that monsters with this mod wouldn't take extra damage from crits but it seems that it's "you cannot crit this monster" instead.
I'm a Glacial Hammer Inquisitor and I rely on critical strikes (close to 100% effective crit chance before Assasin's Mark) to ignore resistances (so I have no penetration/resistance lowering tools on my build) and freeze to stay safe and both don't seem to happen on monsters with this mod. Just the enemy not taking extra damage would already be more than a 80% less damage taken buff on it (500-600% crit multiplier) but it feels a lot worse than that. Rares that should die in 2-3 hits suddenly take over a minute to slowly whittle down their life bar. Sometimes it doesn't even seem to move. I tried having a frostbite as a gem swap (gem swaps for a mod feel bad and not always in a situation where I can do that safely) for Assassin's Mark but that only seems to help a little bit. So I don't know if Crit Resistant also has a hidden "Monster has 500% life" or if Crit multiplier is applied in reverse so 500% turns into 20% or whatever but it really almost completely disables my build.

What is the expected counterplay for this mod?
I can deal fine with Cold Resistant and Cycling Damage Resistance. Those are just expectedly more tanky against me.
... is not a troll
Last edited by trollkind1#9593 on May 9, 2023, 5:29:49 AM
Last bumped on May 16, 2023, 5:28:24 AM
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lol what about withered immun and chaos res? how chaos dot builds should deal? theres more unfair combo and mods that super punishin
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TreeOfDead wrote:
lol what about withered immun and chaos res? how chaos dot builds should deal? theres more unfair combo and mods that super punishin

Sure, they should have their own thread. They did scale back cycling damage reduction for example. There's hope for the build disabling ones too.
... is not a troll
AN is just stupid.

What about cycling damage reduction? Temporal bubble? Flask siphoner? Ignite resistant?

It is extremely bs that you can randomly run into a monster in ANY area in the game that can disable your build, without any agency over it or any way to tackle it.

And they're so stubborn about it, idk if this game will ever be rid of the atrocity that is archnemesis.
There's a lot of hyperbole about it too though.
Cycling damage reduction is a few seconds of inconvenience, temporal bubble isn't exactly build disabling and is even large enough to give ranged builds wiggle room compared to the usual "you can only damage me from the inside" bubbles.
I haven't played any flask charge centric builds so I don't know how much it really keeps people from being effective and not just 50% less DPS. Something like disabling ignites sucks though for builds that rely on effects that happen on ignite, ignite proliferation or have scaled ignite heavily while sacrificing hit damage. Something like that should maybe do something like giving the monster 75% chance to avoid ignite. Would still suck a lot for slower ignite hits like Flameblast, self cast Discharge or Molten Shell.

The general moaning about some rares lasting seconds instead of getting deleted instantly is not helping the cases that really disable builds and get lost in the noise. And a build that can't handle a rare that actually gets to act (there are a ton of monsters that are too deadly though) or players that get frustrated if not everything instantly disappears are two different additional problems.
... is not a troll
"
trollkind1 wrote:
There's a lot of hyperbole about it too though.
Cycling damage reduction is a few seconds of inconvenience, temporal bubble isn't exactly build disabling and is even large enough to give ranged builds wiggle room compared to the usual "you can only damage me from the inside" bubbles.
I haven't played any flask charge centric builds so I don't know how much it really keeps people from being effective and not just 50% less DPS. Something like disabling ignites sucks though for builds that rely on effects that happen on ignite, ignite proliferation or have scaled ignite heavily while sacrificing hit damage. Something like that should maybe do something like giving the monster 75% chance to avoid ignite. Would still suck a lot for slower ignite hits like Flameblast, self cast Discharge or Molten Shell.

The general moaning about some rares lasting seconds instead of getting deleted instantly is not helping the cases that really disable builds and get lost in the noise. And a build that can't handle a rare that actually gets to act (there are a ton of monsters that are too deadly though) or players that get frustrated if not everything instantly disappears are two different additional problems.


The AN modifiers are all a mistake .

Last a few seconds are you kidding.
These mobs kill you in 3 seconds. No its not a build issue , not its not a get gud issue.

It's the mobs kill you in 3 seconds.
So any fight lasting longer than 3 seconds is unbalanced.
If you can't kill it in 3 seconds it's unbalanced
Asking you to stand still so you can try to read whatever the unbalanced mods are is laughable.

The only viable builds outright avoid contact with AN mobs.
In fact the best builds avoid interacting with 99% of the game .
The less game you need to interact with the better your build is.

Thats the GGG goal right? when they have 100% non interaction with the game they win .... they are getting close.

I run right past the AN mobs , i don't even think about it ... No loot ... lose 100% of your exp bar ... for what ... seriously .. for what ?

As soon as they are done the loot pinata upgrades so only AN mobs drop anything .. Im gone.. and i think i can see that day approaching
Last edited by Jitter912#4278 on May 8, 2023, 4:37:39 PM
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trollkind1 wrote:
There's a lot of hyperbole about it too though.
Cycling damage reduction is a few seconds of inconvenience, temporal bubble isn't exactly build disabling and is even large enough to give ranged builds wiggle room compared to the usual "you can only damage me from the inside" bubbles.
I haven't played any flask charge centric builds so I don't know how much it really keeps people from being effective and not just 50% less DPS. Something like disabling ignites sucks though for builds that rely on effects that happen on ignite, ignite proliferation or have scaled ignite heavily while sacrificing hit damage. Something like that should maybe do something like giving the monster 75% chance to avoid ignite. Would still suck a lot for slower ignite hits like Flameblast, self cast Discharge or Molten Shell.

The general moaning about some rares lasting seconds instead of getting deleted instantly is not helping the cases that really disable builds and get lost in the noise. And a build that can't handle a rare that actually gets to act (there are a ton of monsters that are too deadly though) or players that get frustrated if not everything instantly disappears are two different additional problems.


I found crit resistant much less frustrating than cycling damage reduction & flask siphoner. My other char is a ice shot crit deadeye and crit resistant just seemed like a minor inconvenience compared to the others. Temporal bubble is very bad because it increases your cooldown, so its build disabling for something like cast on crit or cast while channeling.

Funny how you're nitpicking one thing because it affects you, and when I mention others you think that's hyperbole.
Last edited by stalkingjackal#2441 on May 8, 2023, 4:44:39 PM
Map modifiers have been a problem for a while now and enemy modifiers just make it more easy to notice the flaws. Usual response would be "Just reroll the map herrr". Well, here we are.

Try re-rolling enemy modifiers...

The binary modifiers were always a problem. 90% Avoidance, Can't Regen, Can't Leech, Reflect Damage, Ignore Armor, Immune to X Damage, now Reflect Ailment, CD increase, the list goes on.

The point isn't that you can re-roll or not pick an expedition pillar. It's why are these modifiers here in the first place? What purpose do they really serve? The only answer I can think of is to brick you and force currency spending. There is no gameplay purpose. It's an economic purpose.

It's ironic for me since the Last Rite build I'm playing can actually deal with every modifier outside Immune to Chaos. I can still do no Regen or Ignore Armor but not every build can, most can't. It's also among the lowest Pinnacle DPS builds I've made in a long time.

When I get back around to playing I can swap in Righteous Fire for an extra 1mil DPS but then I can't do even regen reduction maps and open up Ele Reflect as a problem.
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stalkingjackal wrote:

I found crit resistant much less frustrating than cycling damage reduction & flask siphoner. My other char is a ice shot crit deadeye and crit resistant just seemed like a minor inconvenience compared to the others.

Does your Ice shot character still freeze Crit Resistant monsters and what does it do to deal with Resistances? I want to try a crit build that isn't an Inquisitor eventually to see if it's just this build that suffers that much with that mod but I already leveled three characters this league and that's all I can take for this season.
I just wish we could know what it actually does or what's going wrong with my build and that mod. It should hit your Ice Shot character harder too than the nerfed Cycling Resistance.

"
stalkingjackal wrote:
Temporal bubble is very bad because it increases your cooldown, so its build disabling for something like cast on crit or cast while channeling.
Funny how you're nitpicking one thing because it affects you, and when I mention others you think that's hyperbole.

I was more thinking of Reddit than you when I wrote that but you too seemed to play loose with the term build disabling. How much longer do the trigger cooldowns get? Even if they double, then that build would do 50% of its DPS and that is not build disabling. I bet there are cases of builds that really want exact buff timing to work smoothly though but in general I like that mod. It forces you to play a bit differently and robs you of some of your power but shouldn't make it impossible to deal with.
And sure, I can eventually kill the Crit Resistant monster too but it feels like I'm doing less than 5% of my DPS with no other defensive mods (and they nerfed the other 95% reductions). Technically, it's not build disabling for me too but if I can't tank the rare for such a long time, it does become impossible.
... is not a troll
"
Xzorn wrote:
Map modifiers have been a problem for a while now and enemy modifiers just make it more easy to notice the flaws. Usual response would be "Just reroll the map herrr". Well, here we are.

Try re-rolling enemy modifiers...

The binary modifiers were always a problem. 90% Avoidance, Can't Regen, Can't Leech, Reflect Damage, Ignore Armor, Immune to X Damage, now Reflect Ailment, CD increase, the list goes on.

The point isn't that you can re-roll or not pick an expedition pillar. It's why are these modifiers here in the first place? What purpose do they really serve? The only answer I can think of is to brick you and force currency spending. There is no gameplay purpose. It's an economic purpose.

It's ironic for me since the Last Rite build I'm playing can actually deal with every modifier outside Immune to Chaos. I can still do no Regen or Ignore Armor but not every build can, most can't. It's also among the lowest Pinnacle DPS builds I've made in a long time.

Yeah, these are some long standing basic issues of PoE.
When the solution to everything is to get more millions of damage and just not interact with the enemies, then there is something wrong with your game balance. Then you enforce people to deal with monsters (and add more and more things a build has to counteract) and build diversity goes down the drain.
The relative power of super boosted rares (the game steers you towards getting 6 Essence monsters) compared to unique monsters is also a glaring divide by now. Also how much rares are their mods instead of their monster types. The AN problems got better a bit but have now crept back in. Same with not opting in to the risk. As you said, we can't reroll monster mods beforehand and if that thing has Soul Eater or is Hasted, it's often quite hard to "ignore" the monster.
Make it an Atlas node like the old Valley of Death. More rewards for a harder monster mod pool.
Being able to read the monster mods before they may kill you is also indeed an issue. I play on console and while many skills auto target pretty well, targeting a monster (and keeping that target long enough) to read its mods is quite the dance and some builds can't really deal damage while doing that. My Glacial Hammer build rarely dies to rares but on other builds I often only get to read mods after I lie dead and have all the time in the world to try and figure out what happened.


"
Xzorn wrote:
When I get back around to playing I can swap in Righteous Fire for an extra 1mil DPS but then I can't do even regen reduction maps and open up Ele Reflect as a problem.

Only hit damage gets reflected.
... is not a troll

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