Rare Mob Modifiers
Hello,
I have been thinking about the rare mob modifiers, which were also present in the Diablo games and I think, just like many other features, the idea probably came from there. The thing that irks me a bit is that it doesn't seem like, most of the time, that these modifiers change how I have to approach those mobs. Like, let's say I'm a fire mage and I encounter a rare mob that is fire resistant. You'd think I'd now curse it so it has less fire resistance or that I'd maybe pick some ice spells for my kit, or maybe some lightning spells. Nuh uh, I'm going to blast it with fire spells until it's dead, because it's so rare to encounter these kinds of mobs that the time I'd have to spend micromanaging my skills specifically for this encounter is going to be not worth the effort. Sorry, I am making it seem as if micromanaging your kit was a chore. It sometimes is, but it's fun most of the time. It's part of why you play this game. Now, I remember these mobs used to be fire immune, not resistant, in the Diablo games. Why not make them like so? I'd really have to pick some different spells for those occasions. Also, if I don't use a curse in my kit as a way to clear mob waves, I'm not going to put one in there just for these mobs. I mean some players might, I don't. I think it's probably just a waste of time to curse mobs. That's what it feels like at the moment anyway. You want me to curse then attack every single pack I encounter? No thank you, that's not really fun to me. To some it might be. Some people might play that way. I don't want to. Anyway, this is just an example. There are instances where mob modifiers of rares make me adapt my playstyle. Like when I play spear that uses melee and projectiles and I encounter a mob that has temporal bubble, I try to kill it with projectiles only. But often times the modifiers don't really affect how I play. And maybe they don't have to. Like they could just be some kind of additional information about the mob presented to you and you just have to see it as mobs being a little different from one another sometimes, not really impacting the gameplay much, but bringing a little flavour to it. Yeah, one can see it that way. And maybe some modifiers do make you play differently, but not all of them. But I think they should make you play differently. And I think it should be fire immunity and not fire resistance. In kind regards Last edited by Naharez#3496 on Jul 25, 2025, 3:00:23 AM Last bumped on Jul 25, 2025, 2:21:14 PM
|
![]() |
immunity isnt good, it's not that you can encounter one rare with 1 elemental resitance but you can encounter 3 or 4 with 4 different ele resistances. now imagine those 3 or 4 rares being immune to 4 different elements, what you gonna switch to?
Even separate encounters but immunes would force you to change skills and setup several times in the same map, bit stressfull, innit?? |
![]() |
" Yeah, obviously that would have to be accounted for. But that's obvious, innit? |
![]() |
Immunities is a good mechanics but the game must be designed accordingly, not only in skills/mechanics, but also in map running as well (that is, POE2 will have to change Atlas itself significantly at its core design, so, no way this will happen).
As for modifiers themselves - I don't really like the very system. Yes, it was invented in Diablo 2 and then migrated both to Diablo 3 and Poe 1. But best and most interesting fights with elites were in Diablo 1. Elites there had unique skin, unique abilities, unique AI (and ofc had more damage/hp) - this is why it was so cool. In my perfect imaginary ARPG all elite mobs are like that. They don't have random modifiers from the same pool, but are designed manually. |
![]() |
+1
|
![]() |
Sure but you'd have to massively change the balance on other things
For exemple more gem sockets, if we'll need to have more versatile builds. At the end of the day you pretty much always have to min-max something. If full element immunity becomes a thing, loads of archetypes would become instantly obsolete, and I'm pretty sure we don't need that. |
![]() |