Speed and aoe map/monster mods need to die

Poe2 focuses a lot on skill based gameplay.

speed being made a variable, to put it lightly fucks up a players expectations. when to dodge, when to attack etc.

before you know it you could get swarmed by enemies and possibly get stunlocked if you're not careful.

this also can make player skill combos not work as their timing could be different. they might not have enough time to prep up the enemies before unleashing a payoff.

i would also point out melee has many "add 1 second to attack" type skills. which become USELESS when enemies are at their face, slapping them a hundred times a second and potentially building enough stun to hit them out of the skill.

melee already has the roughest time in the game. having enemies cast a gazillion projectiles in a choke point is NO FUN. forcing players to use ranged attacks or use shield charge as a closer (forces choosing shields as your weapon swap).

i would also add that this mod IS more bearable IF its inherent to a rare or magic mob. but not as a global map mod. but in all honesty, its just bad all the way as it removes all player skill where the counterplay goes back to poe1 where you either kill the enemies before they become a problem or outlast them. outlasting seems quite difficult in poe2 tho.

i currently do not know if "map bosses" can be affected by speed mods but i m guessing they can.

this is WORSE, where players would actually actively choose to AVOID running that mod and assume its a brick waystone. bosses are balanced VERY CAREFULLY and are still deadly enough. having them have speed buff can put players in a VERY BAD situation where their timing to evade becomes off and unexpected. and at times it could be bad to the point they simply cant evade damage as the boss is wailing on them so hard.

on the opposite end, enemies gaining more damage/crit/elemental/chaos etc can make the monsters more lethal BUT there is skill based counterplay available. just dont get hit.
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Last bumped on Dec 15, 2024, 8:34:33 PM

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