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They should be back up in approximately .Some Rare Modifiers Should Not Exist Together
![]() Greetings Everyone! This is my first time posting on the forums and giving public feedback on Early Access. I'm also brand new when it comes to the PoE games, so go easy on me. If this has already been addressed, I apologize. I'm pretty easy going and have clocked in about 350 hours (according to Steam) playing on PoE2. Most of the general frustrations I have with the game have been widely expressed and I feel like I would be beating a dead horse (Sorry horse) bringing them up again, so my first post is about what I ran into today. My second character just made it to the endgame atlas and I was doing some dps/gear testing with a Waystone of level 3. It was going great, until I ran into this guy. He was unkillable. I kited him around and killed everything else, but failed the map because, well, I couldn't kill him. >.< I was using LVL15 base skills (LvL 21 with my +6 to skills crossbow) that put his fire resistance in the negative using Oil Grenade, Explosive Shot, Explosive Grenade, Gas Grenade, and Artillery Ballista. I STILL couldn't kill him. The lowest I think his health dipped was to about 35%, but with the evasive/regen ability, he didn't drop lower. Direct Damage, AoE, Poison...didn't matter, he evaded and regenerated. Now I know this could be my answer for my gear check and that I just needed to 'get better' and find better gear and have higher dps, but really, should modifiers like this be able to exist together in the first place? There should be limits. I shouldn't be clearing this level of waystone fine only to run into an outlier so extreme. Anyone else run into guys like this? Last bumped on Jan 29, 2025, 3:30:00 PM
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I would agree that some mods shouldnt be allowed together- if it wasn't the players choice to add more mods to the rare enemies. More mods on rare enemies gives a big boost to their loot drops and it should come with consequences. imo.
This issue is actually more common in PoE1 than it is in PoE2. in PoE1 it's a regular occurence to get a rare so powerful the player can't kill it. But I it's much more of a problem in PoE2 because killing every rare on the map is the only way to complete it. In PoE1 I can just run away from the overjuiced rare enemy and be on my way. A better solution in my opinion is having alternate ways to complete the map rather than killing every rare. "Beidat honored the pact, though Mancy wouldn't take off Doryani’s prototype."
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" Oh, that's really good to know, thank you. I'm fighting with myself and I'm torn because I know that games like this is all about risk vs rewards when it comes to modifying variables in an rng-based system. Technically, a rare showing up with those modifiers is a risk. I guess I just really feel irked because that risk seemed highly inappropriate in context. I'm not sure how the coding would work, but just like xp penalties don't show up until after a certain level of waystone is reached, maybe certain monster affix combinations can be restricted. In the end, I'm just hoping I got REALLY unlucky with that combination and it will be another 350 hours before I run into another combination like that. Hopefully by the time that happens, I'll be strong enough to actually kill it? o.O |
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Evasive requires you to have well over 100% "average" accuracy. You may need some acc nodes if you lack acc on gear despite having a good amount of dex as a merc. Life regen on mobs, though, has always needed some serious capping because it--especially mixed with other mods that reduce your DPS--is obnoxiously OP. I've been lucky enough not to have the unkillable regen rare yet and I'm in T15, so there's probably room to argue you also lack sufficient DPS period. I, for example, wipe most rares within the time it takes to heavy stun them as a mace slammer, and then Hammer of the Gods ignores evasion and is a truck tied to a train tied to a cruise missile. But, I still remember some particularly shitty regen rares in poe1 that seem to regen a million health a second when the tier of maps I'd be in is screen nuked at even 200k dps.
GGG has made a frustratingly massive pile of bad decisions in their balance trying to make this game more skill based because they are still thinking with a PoE1 mindset when it comes to numbers. This game is obviously gear first, build second (or at least more or less 50/50) but is introducing a ton of player skill and active play over just holding down your bread and butter skill button and mousing over enemy hordes. They so desperately, so very badly need to throw out "line go up" thinking and get much more mechanical so these sorts of rares just plain don't happen. In the mean time, I'd be more than happy to see certain mods just not allowed to happen together and certain others not to be able to roll with similar mods (like +damage), and hard capping how much evasion and life regen these mods provide based on the map tier's base to ensure "expected" DPS and accuracy ranges aren't completely outclassed. |
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" I actually thought about accuracy countering the evasive portion. My dex is stacked, but you're correct as I'm not sure what my accuracy goes down to when I hit an evasive-specific mob. I dunno how much actual accuracy I'd need on my gear (along with all the other stuff I feel I *need* on my gear, the list is kind of daunting). And I agree that even in all this and feeling the mob isn't appropriate for the situation, it still comes down to a dps race that is always up for improvement. Of course, if I had the dps, it begs the question because I wouldn't even be at this keystone level (I could still have an issue with then being a glass cannon and be squishy as I didn't properly shore up resistances and defenses in favor of dps). " It's funny because I actually like skill based play. My merc is kinda shotgun "run and gun" and my first character is a shock/freeze monk (Maybe I'm just masochistic?), but if they allow these combinations to still exist unrestricted, there definitely doesn't feel to be enough answers other than "Git Gud with More DPS". Sadly what answers people have figured out (Frost Bomb?) feel limited. They have amazing fun mechanics like detonators, and helpful ones to counter resistances (In skills AND passive tree), but nothing that seems to help with passive abilities like enemy life regen. Does stun/immobilization affect life gen other than the 'immobilize to obliterate" tactic? Would be awesome if something like cold spells could induce like a hyperthermic effect that affects stuff like regeneration. Though I kinda see cold as being pretty op with the shatter on frozen effect and even unique items that drop the requirement to shattter on chill. Might fit thematically on poison. Can't regen because you're sick. Man, even bleeding would work thematically. |
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