Reviewing the Flee Monster Modifier
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**My take on why the Flee modifier feels outdated in modern PoE**
I wanted to share a constructive perspective on the **Flee** monster modifier — not as a rant, but as a design discussion. The game has evolved a lot over the years, and while many old mechanics have been reworked or retired, Flee feels like one that no longer fits how the game actually plays today. ### 1. It goes against the game’s core pacing Modern PoE is built around momentum — clearing packs quickly, moving forward, and maintaining flow through maps. The Flee modifier interrupts that rhythm by making enemies run away rather than engage. Instead of creating interesting decisions, it often just forces players to stop and chase these mobs. The result isn’t added difficulty — it’s reduced pace and flow ### 2. It clashes with many build archetypes A large number of builds rely on enemies being grouped together — explosions, chaining effects, area damage, and many melee setups all benefit from clustering. These builds lose efficiency through no real fault of the player. Mechanics are usually at their best when they encourage adaptation, not when they randomly undermine how a build functions. ### 3. It feels like a legacy mechanic Over time, PoE’s monster mods have moved toward clear identity and player interaction. Many modern mechanics are readable and intentional — players immediately understand what’s happening and how to respond. Flee, by comparison, feels like an older system that never really received that modernization. It doesn’t create memorable encounters; it just creates small moments of friction. ### 4. Why removing it would be healthy This isn’t about making the game easier. PoE thrives on difficulty — but the best difficulty is engaging, consistent, and skill-driven. Removing or redesigning Flee could: * Improve map flow without reducing challenge * Reduce low-value frustration * Make monster behavior more readable and consistent * Better align mods with modern design standards ### Final thoughts Every long-running game carries a few mechanics that made sense in an earlier era but feel out of place later on. Flee seems like one of those cases — not harmful on its own, but no longer adding much to the experience. A small cleanup like this would likely make gameplay smoother and more intentional without taking anything meaningful away from the game’s depth. Last edited by ALBERONS#4229 on Feb 17, 2026, 9:52:46 AM Last bumped on Feb 17, 2026, 10:02:34 AM
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Bump
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Flee mod should not be a thing!!!
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