[PoE2] Revives Minions monster modifier should have a maximum radius
Yesterday, I was taking a new ranged character through Tomb of the Consort. I ran into some enemies, pinned them while backing down a hallway, killed them, and immediately had more appear (or so I thought). I kept backing down the hallway and killing them only to have them respawn over and over. I realized that something was reviving them and did a large circle to found their fearless leader standing in a big open area. That's when I saw the Revives Minions mod. I know a similar mod exists in PoE1, but I've never seen it because of the one-shot screen clearing meta. Haha.
Given that reviving was working a few screens away, I would suggest lowering or adding a maximum radius to the Revives Minions mod. Alternatively, the leader of the pack could more aggressively pursue their minions when targeting a player character. The latter seems preferable to me in PoE2 given the dodge roll mechanics, wind-up times on some skills, and being swarmed by enemies has been stated as something the designers want to be possible. Thank you for your consideration! Last bumped on Jan 23, 2025, 6:19:13 PM
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Yeah, and not only that, but there appears to be no cooldown between the minions dying and being revived; it's almost instant, which is terrible design imo.
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This! Had two Harvesters chase me across the map constantly reviving. It is not the rare boss reviving them, it is them just standing up again. No matter how far they are from their "master". Absolutely terrible design.
Last edited by KONGTERTON#0435 on Dec 21, 2024, 5:06:59 PM
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What the fuck is this? Currently in a map where i dont find the monster whos reviving. WTF.
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This needs to be fixed. If the Boss is not on the same screen as the player, then it should not be reviving it's minions. If I am on the same screen and fighting the boss it should revive minions, but there should be a cool down on their spell like there is on our minion revival spell.
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There has to be a range limit and a cooldown on the revive. Losing 10% XP at level 90+ due to being stun-locked by minions that are instantly revived from three screens away is not cool... :-/
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Having a cool down on the revive would mean you could counter it with a corpse exploding move. That's probably why they didn't do that.
The range, though, yeah, either it needs a range limit, or, if the minion is too far away from the boss, the boss should respawn them by his side, similar to how our minions respawn. There should also be an effect, a beam of sorts, from the boss to the minion, so we can home in on the guy. Last edited by Axterix13#5693 on Jan 19, 2025, 11:42:49 AM
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This just happened to me (Bug Report ID: #1868448510). I thought it was from a rare that I had killed, but it might have been a different rare more than 2 screens away that had been reviving the same two minions constantly directly next to me. I'm playing a necromancer with Unearth and I couldn't even hit the mob fast enough to revive it myself with furious clicking. It seems that *us* reviving these buggy minions is blocked, but the rares can just do it over and over again until we die, there's literally no counterplay if we can't see the reviver. :(
"Come to me, exile. Let us speak of death and desync."
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Just adding to the reports of this..
cruel, act 2, vanguard.. my merc was chased by quite the faridum mob, all reviving instantly.. after trying to single out the leader (aka, shooting them in every angle) and finding none, and out of potions, I decided to kamikaze my way forward.. and what do I find if not 2 bosses (explaining the mob size) with "ressurrects minions" chilling two carts over.. (that cart was a "T" with mobs on the other exits).. no excuse for standing still on a mob-boss with a jump attack-move. Other powers have a range.. this one must get a range too, asap. |
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