Abyssal Depths' Rare Monsters Design Issue
Abyssal Depths' Rare Monsters design is really bad in that it contradicts what PoE2 was supposed to be and how it was supposed to be different from PoE1.
I'm playing a Warrior and I'm using mainly mace strike, warcry and sunder. How am I supposed to fight enemies, that constantly create damaging areas all around them, teleport around every 2 seconds and on top of that usually have some mod and/or attack, that sprays damage all around them as well? The design of this content is actually just excluding builds, that aren't dealing damage from distance, while constantly moving around. You say, that you want to create a game, when there is a place for slower builds, that hit in melee and in general for something other, than poe1-style zooming and clearing screens with one button, and then you create content, that is impossible to do when you have to stand in place for more than a second to cast your attack. Dying for the n-th time to this bs, while I can do everything in the campaign no problem, made me realize that the design of enemies that are constantly damaging everything all around them just makes playing this type of Warrior actually impossible this league, if you want to farm these Abyssal Depths. I feel like I've wasted all those hours, because now I just have to go and look for some meta build, that will one shot those abyssal rares from afar, before the ground degen kills me in like 2 seconds. If the design of enemies will continue in that direction, you will just end up with PoE1 with better graphics, where everyone either zooms around constantly, or dies to God-knows-what in a split second, and I really hoped, that PoE2 will be different. Last bumped on Sep 22, 2025, 5:03:53 AM
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" I agree here. I’m about 30 hours in at t6 maps with my EDC witch, realizing that there is really now way to play Abyss with her. Why? She is built for smaller packs and to hold her own against bosses. You know, how the game played all the way till maps… but then you get to a map with mods and the abyss mechanic spawns so many monsters, there is absolutely not way to clear 3-4 rare mobs without a headhunter. It just doesn’t seem to match the “vision” of harder gameplay, when they clearly created this mechanic for massive AOE clear. Spending 15 minutes killing these rares isnt fun. Running around hiding behind rocks and throwing totems / dots only to be blasted by Green death beams and rares with invulnerability isn’t exactly fun. In fact, I was really excited for this mechanic during the campaign, but now in maps it’s just way too overtuned… |
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Just started hitting these issues heavily in T6. Random invulnerability, ridiculous AOE and the cost of experience per death to this awful design flaw makes me never want to do Abyssal Depths which I absolutely loved through the campaign but they need a massive retuning in maps. Sustain builds that use a slower pace can't be used and it limits it to Meta builds which isn't fun for how I enjoy the game. Fingers crossed more people realize and the devs fix this and work out the severe technical issues surrounding the mechanic. The frame rate drop and stuttering guarantees death at T10-T14s.
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same issue here for T4-T6 maps ice strike monk. sometimes abyssal mobs just oneshot you with that ailment (?! or whatever) damage. -70% lowered fire res though capped just insta kills you. dont know if its an eva/es without deflect issue or whatever
it just feels more and more like paid beta testing. melee feels horrible atm. i absolutely understand why poeple tend to play screen-delete-oneshot-builds or quit the game |
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Same problem here on Reap Blood Mage. Works perfectly fine until I ran into the teleporting AoE circle rare in Abyssal Deapths on a T11 Map. Managed to kill it only for it to revive for round 2 and I had no flask charges left. Oh and to add to this it also had the mana sucking aura around it as well.
**EDIT** For those who want to know, the Abyssal Affix for the teleport is Shade Walker. Last edited by Cyriac_Darakus#1022 on Sep 3, 2025, 9:51:22 PM
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Same here. Im also playing sunder warrior and damn its awful. The damage is so massive, they move so fast, and worst part is they can friggin teleport. GGG outght to fix this.
The abyssal rares feels waaaaaaaay stronger than any of the game's bosses its crazy. |
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I was doing pretty well in abysses and then I found abyssal depths. The only reason I do well in abysses is my detonate dead allows me to clear them well... Then you meet the worst designed monster in the entire game... Shepherd of the Pit, a monster that can autoaim you from halfscreen away whilst constantly moving, never gets CCed and has aoe damage if you get close.
Can't even leech my way through it reliably as blood mage and its hard AF to hit it with Bonestorm to even do damage because of how tiny it is so only a few bones hit and when its the 3 at the end of the depths if mods say "f*ck you" then there's nothing you can do, got one down to 40% and it kited its way back to the other and all 3 had "heals nearby allies and suppresses enemy recovery" and it healed to full... how the hell am I supposed to deal with that without a metaslave build that oneshots these things practically? |
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just chiming in as another melee character playing rake/spearfield. those abyss DOTs are just silly. you go in for one hit and by the time you're trying to get out you're already dead. hope they change it.
Last edited by g0dspeed12#0041 on Sep 9, 2025, 10:44:35 PM
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Mobs with prox on them should never have death auras in said prox area its just poor choice on the devs part to not look at some of these modifiers and say yea they should not be possible on these mobs at the same time.
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" there is "melee" builds who can do that too, most meta warriors explode the whole screen in 1-2 clicks, you should not try to have meaningful combat. |