Nerf Enemy slams FFS
Enemy slams need to be Nerfed across the board, or player defenses need a serious buff to deal with them.
Few things more irritating than the damn vultures in Deshar suddenly leap slamming from the edge of the screen at stupid high speed and instasplatter your 83% evasion ranger before you can react. But then they do it to a war with their shield raised despite 60% physical damage reduction too. Hard to say which is more irritating there. Right now the only defense that can handle enemy slams is energy shield due to the sheer amount of it you can get, and then you go back to full after 4 seconds or less. Last bumped on Jan 11, 2025, 8:16:54 AM
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Yeah, there are way too many of these in the game. And worst of all, evasion does not work vs them. Those vultures are particularly nasty.
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Slams render all possible defenses irrelevant - expect of hp pool (be that ES, MoM Mana or just raw HP). And GGG really love their slam mechanics. If it's not a ground effect, an insta screen-wide aoe, then it has to be a slam. But better yet! They could all be active at the same time too!
Desicated liches spam-summoning goliaths - or, even better, having a "Revive Minions" lich boss, hurl massive, eternal tornadoes at you, while 100 goliaths turn the screen into a slamfest and when you think you're finally safe, some dune worms and stone golems come around to slam you some more. Dodge roll that, if you can! Thanks to design decisions like these, defensive strategies are funneled into stacking ES and ignoring anything else exists. They've simplified the attack types, from projectiles/melee/spells into "hits" you can block, soak damage up from and evade... And then gave all the monsters large auras and spammable slam-type attacks. Tendril Sentinels don't fire projectiles at you from off-screen. Nope. Their tendrils are a slam, akin to "leap slam", but traveling on the ground, neatly obstructed by the blood pools the cretins fill the map with. But hey! you can pick the Acrobatics Keystone and have a chance to evade that stuff too, riiight? Nevermind that you'll probably be unable to avoid anything whatsoever, with the 70% penalty. |
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" Yeah it is a big problem. I prefer attacks vs spells from PoE1 to whatever this garbage is. They said they changed it to make defences less confusing and instead they made defences irrelevant. |
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The slams are clearly designed with the campaign in mind when the gameplay is slower and we have more emphasis on active dodging and blocking.
That ofc goes out the window when we have 5+ enemies slamming from off-screen while we are surrounded by 30 other mobs. Found the map version of Lachlann. Me being melee ofc did the logical thing of moving away from him when he dropped the tracking spirits on me... Only for him to follow up with a screen wide slam oneshotting me. Last edited by mrfox123#7595 on Jan 11, 2025, 7:08:27 AM
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It's both funny and infuriating to me that for some wild reason enemy slams cannot be evaded unless you have Acrobatics(which gut your evasion), buuuut player slams take into account enemy evasion AND player accuracy rating.
So you either take Resolute Technique (and remove crit) or stuff the character full of accuracy to compensate (which can get gutted if you have "monsters are evasive" anyway) Like, why are player slams working one way and the other bends the rules. Just have both work the same way for god's sake. No matter which way, at least there will consistency in the mechanic. |
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Devs should analyze player death data.
I suspect 98%+ are slams. If this is the case, that drives players to max ehp to counter this. Which in turn makes builds without es unviable. |
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" This highlights consideration of Acrobatics utility as a means for Evading offscreen slams(Bearer of Penitence). Monster accuracy would be taken into account then too, no? |
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The last 2% are hag bubbles & angrybird tornadoes
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" Likely yes, but the point here is on baseline the same thing works differently for monsters and players. Players have to get some form of detrimental effect, so the mechanic works the same as it does for monsters. Not to mention that monsters can giga slam with ultra att speed, while players complete the slam animation 3 maps later. Without Acrobatics enemy slams don't give 2 cents about evasion. Meanwhile if I use a slam skill I have to have enough accuracy so the skill doesn't miss. Which makes no sense. You literally slam the ground wide open and explode everything. How do you miss that? Why don't the mobs miss their attacks unless I have acrobatics. Or do monsters just have acrobatics and they do cartwheels codeside, so slams miss them?? It just feels all over the place on baseline. If you play any form of slammer you are on the left side of the tree mostly. Getting acrobatics is not even an option. Also even if you have acrobatics you have to spec purely into evasion just to deal with that 70% less modifier, which is just a pain. Better get 25k ES to tank the hits, its easier. Or something that explodes the screen, so you don't even need to deal with it at all. |
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