You and your minions deal no damage 10 out of every 10 seconds
" I mean I think all of these are good points. Yes there's the runegraft which I was not aware of, but that's about the only easy thing to slap on to a build to help. Pantheon usually is tailored towards whatever a build's weakness is and passive tree is very stingy on points lategame. Am I going to spend 6 points to help counter a single mod and lose 10m dps or build for the other 90% of maps that I'll run. But you bring up a lot of good points. For certain builds there is no counterplay to a lot of the nastier mods. My Mamba build got bricked by chance to avoid poison completely, which had no workaround. Those never feel good. |
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" Really don't want to rehash what has already been discussed but..... There are punishments that act on the player's chosen build (reflect, regen, auras, curses, defenses, action speed, resistances, etc) There are punishments that act on the terrain (burning/shocking/influence ground, volatile cores, drowning orbs, petrify) There are punishments that buff monsters (extra damage, cannot be stunned, steal charges, etc) These are all things that can and should be overcome. 100% counter-able. If you cannot do so, then you skip them. There is no problem in an extremely difficult mod that completely counters your particular build existing. It simply means you have a narrowly focused build, which likely performs extremely well in all situations except against its natural counter. What sets THIS ONE MOD different from all the others is that it is designed to attack NO decision that you made as a player, it adds NO difficulty, and it has NO direct counter. It exists only as a way to punish our time. It is completely unique, and completely unnecessary. I would much rather have a punishment a la Scourge along the lines of "Every 10 seconds, take 5000 damage". To answer your specific examples: to counter "cannot regen", you need only slap on a jewel with es on hit, mana steal. RF will need to skip it. Or you could remove some support gems so that your main skill costs no mana (this is a regular occurrence for altar farmers). To counter Volatile Cores: learn how to dodge and detonate them, this one is super easy to deal with. Pure skill issue. Reduced action speed counter: don't spam skills, simple as that. Use them only as needed. Doesn't slow you down nearly as much as you think. Never had an issue. **You are not entitled to survive and do everything the game has to offer on ONE build without making any adjustments, that's an awful and impossible ask of the game. If this were true, there'd be no point in different builds at all** Being able to survive isn't hard. This is not about comparable difficulty of this mod to other mods, or how tough a particular mod is for a particular build. The argument is far more basic than that: what does the mod do and why? What is the point? Every single other mod serves as a very specific difficulty increase in some way, some greater than others, except this one. You cannot confuse this idea that "mods shouldn't have to be skipped" with "mods shouldn't exist". There absolutely SHOULD be mods that shut down specific mechanics, and might require a build to skip or plan for ahead of time. This is the most natural form of difficulty increase that the game can possibly incorporate. BUT mods that shouldn't exist in the first place is a far more narrow, yet far more basic prospect. As such, only one t17 mod fits into this category for the reasons above:: it isn't the hardest, but it makes the least sense for what it is meant to accomplish. Starting anew....with PoE 2 Last edited by cowmoo275#3095 on Aug 6, 2025, 2:57:50 AM
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" Instant recovery, life and mana gain on hit, and instant leech, there are essentially several methods to circumvent the "cannot recover" modifier. " For this league, equipping a mercenary with Garb of the Ephemeral is the optimal choice. The Balance of Terror jewel offers a way to prevent your action speed from dropping below its base value. You can also choose to play at a more measured pace without spamming skills aggressively, or simply reroll the mod if neither approach suits your playstyle. Once again, there are multiple strategies available to effectively counter this straightforward modifier. " Just... don’t get hit? Seriously, this is probably one of the easiest mods to deal with. No need for fancy tech, just avoid the stuff that’s easy to dodge. It’s that simple. Windows 11, 9950X3D, RTX 4090, 96GB DDR5, 14,100 MB/s SSD, 15,360x2160p @240Hz Ultra 4K Gaming & Workspace Powerhouse Last edited by VoidWhisperer42#5989 on Aug 6, 2025, 2:45:25 AM
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"General "2 Life on hit" on jewelry is almost unnoticeable, especially vs boss/few rares. There is "15 Life on hit" on Elder which has quite low chance to appear and i doubt that i can rely on it. About mana - "3 mana on hit" on Elder rings, do you really think it solves no mana regen problem? Even with 2x ring -manacost + inspiration support reduce i still have to pay 18 mana for every attack, not 3. No answer about recover ES. And how instant leech help if i can't get ES/Mana leech at all? "I don't want to use mercs, i think it provide too much power. Balance of terror requires to cast Temporal chains every 10 sec and costs 55 div. About play less agressively or reroll - cool advice :thumbs up: I can give you same advice with mod "deal no damage within 3s" "Seriously? When i have 10 zombie, 4 spectre, 4 golem, 4 relic (holy+elemental), 4 purity heralds, big shiny sentinel of radiance and lots of mobs. "Just don't get hit" - wow. How i should see those volatile cores on my screen at first??? Last edited by felix0808#2550 on Aug 6, 2025, 3:43:46 AM
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In other words, you have plenty of options but either refuse to use any of them or just take the easiest route by rerolling unwanted mods. This is a classic case of the player being at fault for their own decisions, not the game, just a straightforward skill issue.
But I guess it’s easier to blame the game for something that’s really just a you problem. Honestly, after your reply, especially to the ‘just don’t get hit’ part, there’s not much more to add other than skill issue. Windows 11, 9950X3D, RTX 4090, 96GB DDR5, 14,100 MB/s SSD, 15,360x2160p @240Hz Ultra 4K Gaming & Workspace Powerhouse
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I don't blame anyone, all i want to say - there are many more dangerous / annoying mods, than "deal no damage within 3s"
Last edited by felix0808#2550 on Aug 6, 2025, 4:25:18 AM
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" Hrm. It does sound like a uniquely "irritating" mod, and the "counter-play" is not really very practical. But it still makes me think this is intended to be a "feel's bad mod" to add some "risk" to the gamble. It is a bit relative - I'd sooner run into this than, say, drowning orbs, which pretty much brick maps for my characters. Other folks (who are not running swarms of golems or necro pets) would think my complaint barely an inconvenience. |
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" Dangerous, yes. Annoying? For my build I disagree. I can handle tentacle fiends because I can dash through them, grasping vines is annoying but a teleport instantly gets rid of them. No damage for 3 seconds on the other hand. You just need to wait it out. Stops gameplay entirely for 3 seconds while you just run around with your pants around your legs. Not very fun. |
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