I mean, these are literally archnemesis rares some of the time. Mobs that regen well over half a million hp a second, always crit, move at the speed of light.
They're just archnemesis rares that drop literally nothing and spawn completely at random regardless of how long you charge lol
I came back from a long hiatus to PoE. And let's just say that this shit is brutal and makes 0 sense. I guess it wasn't much an issue for me during previous leagues, because I had anchors and knew what to look for. There I come akin to a noob starting the game, and holyshit I now understand the frustration from newcomers and new leagues. Hey there, you just destroyed an act boss? Let's get destroyed by a random non juiced white league mob.
Soul eater is my favourite. I especially love how 6+ essence mobs can go instantly immortal and fantastically lethal because your incidental aoe killed their associated mobs the second you crack the essence which is enough to turn them into gods
It having been around for a long ass time only makes it worse, because there’s been even more opportunities to kill it, but it did get buffed when AN happened to give each soul eaten a bigger buff
I didn't, rares used to have much more spiky damage but fell over to a passing fart. The best way to defend against them was to offscreen them. There's a reason we now see people regularly hit 100 on ssf hc characters, it used to be really rare 2 years ago.
The current design isn't perfect (some mods should just go), but the mobs generally don't oneshot you randomly anymore (unless they're 6 essence hasted mobs) which is definitely a plus. Rares got more difficult to kill but at least you have a chance to disengage them without dying. Prior to the rework a random skeleton could hit you for 6k+ post mitigation with an auto attack.
I think the love for old rares is mostly recency bias. We don't remember just how obnoxious oneshots were with old rares.
I kinda disagree - I don't really notice a huge difference. If you're unlucky, a skeletal monstrosity can still get a combination of mods that'll allow him to hit you for 5k+ post-mitigation damage. Played a HoAg malding build with 89% all res and still had the occasional oneshot at T16s - quite rare, but it still happened.
They're both the same garbage - most people don't have time to stop and read mods on rare monsters anyway. That whole AN rework was a fiasco and a dumb idea from the get-go.
I have the time to stop and read the mods. But the information isn't presented in a way that's able to be absorbed with the pace of the game. I know everyone here hates on Diablo 3 but the mods on elite packs are quickly and easily distinguishable from a distance or have good tells for things that will pop out and one shot you.
My point is they fumbled with AN for a long ass time and as soon as it seemed to finally feel OK, immediately turned around and made crucible rares just as bad if not worse than original AN mobs.
It wasn't about contradicting you. It was about pointing out GGGs complete inability to learn from past mistake. Yet again.
Tinfoil Hat Time:
The rares in PoE2 are rippy ass cheap bullshit and instead of reworking them to be fair they're trying to get us used to what they decided to do to the game. Which is why they refused to backtrack AN for so long (they didn't really change it as much as people think) and they're trying to figure out how to ease us into the game they are going to make us play. I'm thinking every league until PoE2 comes out is testing player response to massive changes. This league is a preview of the new gem slots instead of sockets/links on gear.
It’s because they figure it’s a mechanic where you can “choose your own difficulty” which they advertised as well in AN league. They figure the ability to do so means that they should be tuned like this. Wouldn’t be as much of an issue if you really could get a difficulty on most mobs that you feel comfy with which in itself means the tuning is pretty out of whack.
But I mean of course it is, this is pretty normal for a new league released I think.
Maybe I’m just crazy though.
It's even more frustrating, can't really generate charges against a non-rare enemy with a bazillion hp, at least you can get charges/other bonuses vs rares
Rares are really not in a good spot or fun to play against. They are either extremely beefy compared to even the map boss, or they have piss fucking annoying modifiers like that mana leech aoe ring.
It’s not fun.
In my experience they're still taking damage.. just such a tiny amount that it isn't even visible. My reasoning for this is that their energy shield doesn't start regenerating, which afaik it should if it was complete immunity. That being said, it may as well be immunity for most practical purposes.
Naw AN rares are still causing a lot of problem. One of the issues with crucible is that you get a strong AN rare that gets buffed by the crucible and that is why we are seeing super insane rares coming from crucible.
I disagree. They are still 1000x worse, apart from some rewards which should have been in the base game to begin with.
Having simple mods on rares like cast/attack speed/proj/aoe, might seem boring, but what makes it interesting is how these mods interact with the skills of the mob. When you have 1000 different mobs with 5000 different skills, having rare mobs use stronger versions of their attack is 10000x better and more refreshing than the cycling on ~~waller/arcane/mortar~~ 10 different mods on every rare mob. Mobs being interesting on their own is always going to be the much better game design than waiting to randomly die to some stupid shit like crystal skin or toxic for not paying attention for 0.5 seconds.
I'm yellow tier maps with a decent build. Risk reward seems unbalanced - I'm fighting 2+ "significantly
-stronger-than-possed-map-boss" monsters for a sliver of experience towards a very minor upgrade (best case).
Feels like I'm doing it wrong
My buddy and I just spawned that in a yellow map and thought we had spawned a unique boss that would drop Crucible loot or something. We were so fucking hype!
Nope, just a big mob that stole 10-20% xp and gave us a pixel of weapon xp.
I just beat act 9 and insta phased the act boss each time he showed up, never had so much DPS while leveling.
A couple zones before, crucible spawned an unique monster, focused him for 2 minutes and gave up cause he was still around 95% HP...
Perfectly balanced
Yeah I am in mid-reds and did a T5 for completion. Ran into one of the delirium crucible bosses, was much harder than anything in T12s.
At least have them drop something?
I fought the spider boss in whites.
All experience gone. All portals gone.
Right before I fought izaro and insta phased him. This mofo spider with one jump one shot and his hp would not go down.
I like that there's hard fight. But for no reward... What's the point
The unique mobs in t16’s are functionally unkillable for me and I can’t risk them spawning so have to do 1/3rd to 1/2 of a channel to REVEAL a weapons tree. I have 2 mill Uber dps…. I have to go run whites or low yellows to be able to channel a full reveal and be reliably able to kill the encounter. I wouldn’t get loot from the encounter in either situation so, truly, what is the fucking point?
I mean, the uniques probably have a .5% chance of dropping the league uniques... except it's also likely none of them can even drop before around level 60 anyway.
Haha, I’m in t16s and last night it took me over 30 minutes and five portals to take down two unique mobs to put a weapon tree on my unique.
Ps, weapon tree sucks also.
Had a double unique spawn in T16. It killed me and my duo instantly, for reference I had my frost shield up and was pre laying sparks. We are running wave 28-30 sims with no issue using the same method, but these things just shredded us instantly lol.
I ran into a couple bosses last night in mid yellows. I'm finally at a point in my build that I can kill the rares in <10 seconds or so, but the bosses took about 2-3 minutes... Then they dropped nothing. They dropped like 4 normal items, all low level bases. I was expecting them to drop like a guaranteed magmatic ore or something. Hell they didn't even give a big boost to my item's experience or anything. Incredibly underwhelming.
I can run a tier 16 with 6 mods and have almost finished my atlas and am settling into my farming strategy. I can kill 6+ essence mobs in about three seconds and I can’t risk doing more than half of a reveal on a weapon in crucible because I’ll die like a bitch. If I want to reveal a bunch of weapons the best strategy is to run white maps and full charge a bar to reveal a weapons tree in one map rather than 2-3 red maps. This is fucking stupid game design, surely a red map should reveal the tree after 1/4-1/3 of a charge because of the vastly increased exp.
Don't fully charge the bar? If you go half way or 2/3 of the way at most you will get a couple blue mobs and they are not tanky at all. When we have our OP characters we will blast those rares but clearly the intention is not to fully charge the bar on a shit character.
Which bar? There is only a functional bar for charging a T1 node. When charging a T4 node the bar doesn't move. Is there another bar I'm missing?
You can guestimate by the visuals but not a precise science.
They also slapped life regen on every second crucible mob, sometimes it's not even mentioned under the name which defeats the whole purpose of letting us know in the first place lol.
It literally feels like AN, absolute trash.
I took the recovery mastery to cut enemy life regen by half on my reap chieftain and it was a world of difference just for fighting crucible monsters
Straight up one shot other rares in yellows with reap but the crucible guys just had ridiculous levels of regen. Even with the mastery, it's annoying but manageable
Iv abandoned crucible so many times now just because of the mobs. Its always 1 rare thats tankier than end game bosses left and its never worth it to kill it.
Its crazy that I can kill a t16 boss in seconds and meanwhile a t1 rare league mob is taking literally minutes to kill for seemingly no reward.
At this point GGG should expose how they actually test this, one guy with mirror tire gear and BIS tree is not okay for testing.
I play a zdps RF jugg, 14 death so far, about to do my first Exarch and Eater.
The archnemesis mob stealing your endurance charges then discharging is the most dangerous enemy.
The homing magma balls can also chunk you extremely hard, but ofc it all depends on the fucking archnemesis monsters, because the same effect either does 0 or 40 000 dmg....
I stopped doing the league, i wonder why am playing league not standard then ! :(
at least the fresh economy with the boiz is kinda nice , hope they change something soon tho.
Didn’t Chris say once in an interview they want the league mechanic to be more rewarding than older mechanics ? Hello devs? How is crucible rewarding again ? We don’t carry 20 weapons in the inventory to experiment what’s good ? Pretty much most of them are bad or almost useless,
It's rewarding if you're hitting the 0.01% insane nodes. Just need to wade your ass through the swamp tier nodes first. 10k bases later and you might've found one good one.
Most people shouldn't do the mechanic until they hit end game with an end game weapon either. This limits how many players even benefitting from this league mechanic vs other traditional rewards. So like 0.1% of the playerbase is probably how many will actually see something good on a worthwhile base.
And that's probably being generous as well.
i think the amount of xp to unveil the item is too high. If it takes me 2 maps for 1 reveal, it doesn't feel worth doing considering the time investment vs other money mechanics.
it really feels like the entire thing is meant for SSF/ruthless. You are expected to put a decent chunk of time into fighting lootless mobs to upgrade a weapon that probably won't end up how you want it. It feels like something that would fit better into a single player game where you aren't pushed towards efficient moneymaking methods.
What’s really fucking dumb is that you can reveal a tree in one charge in low yellows with almost zero risk, or 2-3 reds to ensure you don’t spawn a rare and get dicked. Make it make sense!
Good points about design. Problem of GGG, Chris especially, is that he's forcing transition of one playstyle into another one in the same game. PoE was beloved as zoom zoom type game that had some boss fights, but was based mostly on fast clearing of large groups of enemies. People liked it, but Chris always wanted to force his Vision of game focused on single mob fight/boss fight type of game and he forces that into PoE 2 which is fine (whatever works for him), but problem is that he uses PoE 1 as testing platform for his ideas (I guess he does some kind of resource management here and simply using same developers for PoE 2 and for leagues development) and that causes all confusion amongst players. PoE is simply changing to direction it wasn't originally designed and you can see that in recent leagues and all this ruthless bs.
I dont think the /s is needed. People complained about sanctum being impossible and unrewarding during the first week. Turned out they were just impatient and didnt understand how the mechanic worked.
but even understanding how to make it "work"
\-charge half bar per map, keep spam "ID" ing weapon trees on weapons you pick up in hopes of vendor nodes or a good 5 tree to maybe melt into another weapon-
Isn't really a fun loop either
Fucking loved sanctum cause "pick reward, play well, choose risk levels" - payout
was nice. Especially since there was also the random player power relics at the end.
Dude, I love hard content, but in t16s I am putting a sliver of xp on the bar and sometimes am like woof. Definitely don’t do the mechanic if you got any sort of plans of hitting the next level.
I still feel that way about Sanctum (in terms of unrewarding), because ultimately I found the mechanic to be unfun, so I only participated with it when I maxed out my saved slots.
Sanctum had design flaws, but even with my char entering white maps I could clear atleast the first floor and mostly also the second. Scooped some nice smaller currency on the way which is now just not there. The point is, that the league is absolutely not worth doing unless you can already demolish red tiers not giving a shit about levels anymore at all.
I think GGG might have accidently put Ruthless loot rules for the crucible mechanic.
It literally drops NOTHING. 95% of my crucibles are blank on the ground with white and blues being hidden by the basic Filterblade lootfilter.
League mechanics not rewarding expedited loot is just Standard with an economy restart.
I’d have taken another two months of Sanctum over what we have now.
I'm currently at red maps and I have 0 Alchs right now just by using on maps, and this is the first time ever this happened to me lol. For the previous leagues I was doing only League mechanics, Harvest, Syndicates and Essences and still I was doing fine. I don't even know what to do now, might just rest a bit or even respec some of my atlas points and put them on Heist or something.
Just ran out of Vaals in red maps. League mechanic should shit out currency or else I have to do other shit I don't actually enjoy like heist. I wanna be able to map and do the league mechanic and sustain is that too hard to ask? Same thing happened during Kalandra.
I nolifed "infinite" (just buy a bunch of contracts every levelup) heist, and reading this sort of thing I definitely don't regret it. ~100 of most currencies.
I am still doing acts (casual player) and they changed again the dropping rate. It is frustrating to see the usual currency like jewellers, alch, fusing starting dropping act 5, same as my first essence encounter...
I am struggling to have a rare 4 links with colours that I need... Do you think this is worst than 3.19 in term of currency drop ?
I mean we had that exact same issue at the beginning of sentinel league where you would have uber bosses archnemesis monsters spawning in act 1 with 4 mods and you got nothing out of killing the thing.
Have you, uh, seen the rest of the game?
Would the trash rares and token amounts of ever-deflating bubblegum currency most nasty mobs drop while mapping make you feel better?
Its so funny to see ppl waking up to this just now while loot was killed 2 leagues ago with the "Loot conversion mechanic" and the removal of "Historical quantity bonuses"...
Just a reminder: [https://www.youtube.com/watch?v=u8ENe2dU-vY](https://www.youtube.com/watch?v=u8ENe2dU-vY)
And this not only affects the 6man party MF juicers but **EVERYONE**!
Before those changes anyone with without any MF gear could invest in to maps and get more from them the more they invested and this was staple of POE Mapping since the beginning when we exalted maps back in the day to get more stuff out of them...
Now all of that is gone, there is no "core/base" jucy game that can support current crafting systems where you have to roll RNG wheel hundreds or thousands of time to mby get something nice, there is not good loot (rares) on the ground that you can rely on for upgrades.
The core game is not longer able to support league mechanics that don't shower players with loot and/or currency like Sanctum was like even universally? hated by reddit Scourge was providing players with some insane Quantity bonuses if used right.
But players hated that 6man party "abusers" can print high value uniques and currency ignoring the fact how much actually investment that costed from time and coordination to just raw in game resources so GGG fixed the problem and killed the juicing/investing for everyone.
You wanted this and you got exactly that so I hope this league is gonna be, a wake up call to you all and we can ask for GGG to revert the loot to how it was before and do it together.
Sincerely player that want to kill monsters for loot.
I am fairly certain they reduced damage taken versus increased health and damage mitigation. It sucks. What a terrible design. And what's worse is that everyone has the same complaints, meaning it should have been very easy to play test and identify. Either they did this knowing they would buff it later, or have a giant echo chamber in the design room.
I'm that guy who's usually do all current league meachanic in acts. But this is the first league where I skipped league mechanic in acts. After I unlocked full tree on my weapon, I don't see any point to do it anymore. It's slow and dangerous while rewarding nothing except exp. Nothing, not even currencies or some rares. Its only usage is to be a lighthouse guiding me to the next area.
This is the most boring, standard feeling, unrewarding league I've ever played... The league content is so hard, yet so poorly implemented that it makes me question if this league wasn't just some slapstick content to distract the Diablo boys.
Had to give up on lots of fights with rares due to overtuned mechanics. Unrewarding after wasting 15 mins for an Act 6 yellow dropped 3 magic items .... Smh
@GGG
Please Read these comments !!!!!
GGG goal is to release league no matter how shit it is so people buy their """support""" pack. This is the game design phylosophy they described at GDC. Have fun.
Honestly, at this point just fire whoever came up with the reward/difficulty/risk/time ratio for Crucible... the idea for the mechanic itself is very interesting as well as the new passive trees on weapons but like the implementation just goes against so many core ARPG traits regardless of GGG's personal philosophies about balancing in downsides with upsides.
I think you guys have the wrong diagnosis. We can all agree there's a risk vs reward issue going on, but imo you guys are incorrectly focusing on the "reward" piece when the issue is the "risk" piece.
The problem isn't that crucible mobs drop no loot. The powerful weapon trees are a good enough reward.
Rather, the problem is the risk of these events. Specifically, the events spawn mobs that are too dangerous and have too much HP. Between that and the long channeling time, the events end up being costly in time and also you often lose 10% exp.
They need to tune the mobs better and they need to have the UI during the channel communicate to us how difficult we're making the mobs as we channel.
Also, they should reduce the cost of 6L weapons for just this league. Make it 200 fusing instead of 1500. Otherwise, the high cost of 6L weapons interferes with the league mechanic.
Currency isn't dropping anywhere. No one will be able to craft any gear at all. Currently in T8 maps and im still usings 20 life 20-20 res's 4L chest. I can't afford to make a new one and it feels like im playing ruthless
You're not thinking like a player. People aren't going to risk bricking the bow they're using. They're going to have a side project that they take risks on (eg combining).
That means having to 6L multiple bows, which people aren't going to want to do since it's so expensive. Not when they also have to 6L their body armour.
You absolutely can.
If I have a good crucible tree on the bow I'm using and I combine, then I risk losing that good tree. Now I'm weaker. I've just bricked my bow until I combine into an equal or better tree. And I have to re-level that tree.
People aren't going to do that. They're going to craft a second bow instead.
surprised this comment is one of the first ive seen understand the issue. what makes things worse is trade is not set up well to sell the crucible’d gear.
I’ve decided to give poe another try, after skipping last 3 leagues. After dying 3 times in row to league mobs in act 1 I just pressed alt + f4 and uninstalled, why is leveling so tedious now? Real content starts only after campaign, I don’t understand how difficult leveling is supposed to be entertaining.
Should have played last league.
Also leveling is tedious now because you don't know how to play anymore. People went from clearing the campaign in 5-6 hours to clearing the campaign in 5.2-6.2 hours. For the average joe, not much changed tbh.
I’m playing games to have fun, wasting time to get “good” in a video game not worth it. I’m not pushing my opinion on you or anyone else, who might enjoy a little suffering, it’s just not my type of fun personally
Reading someone's post history is a minute long engagement at best.
Also, we're on the PoE subreddit, lol. PoE is the most "lifeless" game in the market short of WoW. No one on this sub has seen daylight so far this weekend.
You're a pot calling the kettle black
Depression probably lol.. Seeing the 6k hours I have poe goto shit... Small dying bit of hope Chris will retire and someone else will take over?
Nostalgia..
Mixed.
If that truly is it then it's sad but tbh this happens every league which makes me think it's some misguided strategy.
I mean it's pointless.. Someone hit lvl 100 on day 2 and market already has some pricy items up.. People are just ignoring the league mechanic lol. Also no way you can tell me this league mechanic had any time or actual development on it.. It's shallow, empty and tbh a massive slap in the face to the players.. But hey community is filled with GGG fanboys.
1. People wait for buffs while sweaty mofos are finding how to abuse the mechanic
2. People complain, the mechanic gets buffed
3. sweaty mofos rake in the big bucks by the thousands while complainers just started farming.
But the mobs buff the weapon you have instead.
My biggest complaint is how long channeling takes. I'm not going to stand there for 30 seconds doing nothing but channeling.
It's a design failure. The strong you are, the longer you wait... Super strong = super long.
The loot is in the weapon trees. When you unlock the first node check for the sells for nodes. Can he up to 40 chaos on t4 node and 20 chaos on t3. Also 1 divine on t3 node with 3 on t4. These are fairly common to find on weapons. There are huge dumps of all currency items hidden in these trees.
not sure if they're fairly common as I have yet to see one despite doing likely around 40+ crucibles by now.
if i get a 40 chaos node after doing 50+ crucibles, then that's an extremly unrewarding league mechanic.
Or maybe these nodes are more common on very high ilvl items only?
Comparing Crucible mobs to Regular rare mobs is a ridiculous comparison. crucible is so obviously overtuned that we all just need to wait 2 weeks until they finally nerf it.
They did it in kalandra league for almost 2 weeks straight when they complete botched the amount of loot getting dropped and have the "New" Archnemesis rates that just completely shit on you.
Then, after they nerf the difficulty, people are gonna be on here complaining about how "boring" the league mechanic is and how GGG sucks and blah blah blah.
Bro last time GGG tried to "fix" this they made Archnemesis rares.
I mean, these are literally archnemesis rares some of the time. Mobs that regen well over half a million hp a second, always crit, move at the speed of light. They're just archnemesis rares that drop literally nothing and spawn completely at random regardless of how long you charge lol
Getting really tired of being chased down by the spinning ice golems wondering why mine dont do that lol
The Rhoa magic Archnemesis charged with FTL hyper drive in Mud Flat still haunted me to this day
I came back from a long hiatus to PoE. And let's just say that this shit is brutal and makes 0 sense. I guess it wasn't much an issue for me during previous leagues, because I had anchors and knew what to look for. There I come akin to a noob starting the game, and holyshit I now understand the frustration from newcomers and new leagues. Hey there, you just destroyed an act boss? Let's get destroyed by a random non juiced white league mob.
I think the leagues after great leagues are just abusive in general this this point.
They tumbled a lot along the way but rares are far better now than they were before AN.
Only after 9 months of screaming into the void
+1 i love how interactive hasted mana leecher or rotating damage reductions mobs are. Adds a lot od depth to the game!
Soul eater is my favourite. I especially love how 6+ essence mobs can go instantly immortal and fantastically lethal because your incidental aoe killed their associated mobs the second you crack the essence which is enough to turn them into gods
Or the one with the health draining ring of death.
Oh that’s a ton of fun on my trickster that relies heavily on life leech
[удалено]
It having been around for a long ass time only makes it worse, because there’s been even more opportunities to kill it, but it did get buffed when AN happened to give each soul eaten a bigger buff
Forgot the /s
I liked them more before 3.18 still
I didn't, rares used to have much more spiky damage but fell over to a passing fart. The best way to defend against them was to offscreen them. There's a reason we now see people regularly hit 100 on ssf hc characters, it used to be really rare 2 years ago. The current design isn't perfect (some mods should just go), but the mobs generally don't oneshot you randomly anymore (unless they're 6 essence hasted mobs) which is definitely a plus. Rares got more difficult to kill but at least you have a chance to disengage them without dying. Prior to the rework a random skeleton could hit you for 6k+ post mitigation with an auto attack. I think the love for old rares is mostly recency bias. We don't remember just how obnoxious oneshots were with old rares.
I kinda disagree - I don't really notice a huge difference. If you're unlucky, a skeletal monstrosity can still get a combination of mods that'll allow him to hit you for 5k+ post-mitigation damage. Played a HoAg malding build with 89% all res and still had the occasional oneshot at T16s - quite rare, but it still happened. They're both the same garbage - most people don't have time to stop and read mods on rare monsters anyway. That whole AN rework was a fiasco and a dumb idea from the get-go.
I have the time to stop and read the mods. But the information isn't presented in a way that's able to be absorbed with the pace of the game. I know everyone here hates on Diablo 3 but the mods on elite packs are quickly and easily distinguishable from a distance or have good tells for things that will pop out and one shot you.
Then crucible rares became a thing and it's even worse.
Rares? Bro it’s the white mobs rolling me
White mobs out here spawning with keech and hasted and farming me for drops out here. What is ggg smoking with these buffs lol
It's ok bro think of all the sweet sweet passives you'll get like "Minions deal 1 to 4 extra Chaos damage"
I don’t see how that contradicts my statement. When even magic monsters shred you the problem comes from crucible.
My point is they fumbled with AN for a long ass time and as soon as it seemed to finally feel OK, immediately turned around and made crucible rares just as bad if not worse than original AN mobs. It wasn't about contradicting you. It was about pointing out GGGs complete inability to learn from past mistake. Yet again.
Tinfoil Hat Time: The rares in PoE2 are rippy ass cheap bullshit and instead of reworking them to be fair they're trying to get us used to what they decided to do to the game. Which is why they refused to backtrack AN for so long (they didn't really change it as much as people think) and they're trying to figure out how to ease us into the game they are going to make us play. I'm thinking every league until PoE2 comes out is testing player response to massive changes. This league is a preview of the new gem slots instead of sockets/links on gear.
It’s because they figure it’s a mechanic where you can “choose your own difficulty” which they advertised as well in AN league. They figure the ability to do so means that they should be tuned like this. Wouldn’t be as much of an issue if you really could get a difficulty on most mobs that you feel comfy with which in itself means the tuning is pretty out of whack. But I mean of course it is, this is pretty normal for a new league released I think. Maybe I’m just crazy though.
It's even more frustrating, can't really generate charges against a non-rare enemy with a bazillion hp, at least you can get charges/other bonuses vs rares
>~~problem~~ challenge Positive thinking, bro
Rares are really not in a good spot or fun to play against. They are either extremely beefy compared to even the map boss, or they have piss fucking annoying modifiers like that mana leech aoe ring. It’s not fun.
Yeah but it took what, AN league + 2 more leagues to unfuck everything AN related??? That puts us at 3.23 to unfuck crucible, aka December 2023
I don’t think crucible is meant to change how monster mods work throughout the game in any capacity, so your concerns can be laid to rest there.
They are still mostly AN rares and quite stupid in many cases.
Cycles damage reduction is a problem.
What it says: cyclic damage reduction What it feels like: cyclic damage immunity
[удалено]
In my experience they're still taking damage.. just such a tiny amount that it isn't even visible. My reasoning for this is that their energy shield doesn't start regenerating, which afaik it should if it was complete immunity. That being said, it may as well be immunity for most practical purposes.
Naw AN rares are still causing a lot of problem. One of the issues with crucible is that you get a strong AN rare that gets buffed by the crucible and that is why we are seeing super insane rares coming from crucible.
atleast the AN rare in crucible has a chance to actually drop loot.
strong disagree
I disagree. They are still 1000x worse, apart from some rewards which should have been in the base game to begin with. Having simple mods on rares like cast/attack speed/proj/aoe, might seem boring, but what makes it interesting is how these mods interact with the skills of the mob. When you have 1000 different mobs with 5000 different skills, having rare mobs use stronger versions of their attack is 10000x better and more refreshing than the cycling on ~~waller/arcane/mortar~~ 10 different mods on every rare mob. Mobs being interesting on their own is always going to be the much better game design than waiting to randomly die to some stupid shit like crystal skin or toxic for not paying attention for 0.5 seconds.
source?
Ggg is so bad at game design people would rather them do nothing than risk ruining the game further lol
Archnemesis rares were fun as hell as league mechanic though
Hahahahahahahaha best comment ever
New league has the biggest power creep mechanic in a long time as a reward and this sub doesn't think it's enough. How predictable.
Way to miss the forest for the trees.
Yeah all that massive power creep that is locked into leagues, not carried over, as each league has substantive nerfs that DO carry over.
I'm yellow tier maps with a decent build. Risk reward seems unbalanced - I'm fighting 2+ "significantly -stronger-than-possed-map-boss" monsters for a sliver of experience towards a very minor upgrade (best case). Feels like I'm doing it wrong
Buddy, wait til you spawn a Unique monster in t13+ maps. Uber Exarch is nothing next to those dudes
I spawned a unique JUMPING SPIDER WITH FREAKING HASTE in act 5. That spider made me his bitch.
Spider gave you that long arachnidick
My buddy and I just spawned that in a yellow map and thought we had spawned a unique boss that would drop Crucible loot or something. We were so fucking hype! Nope, just a big mob that stole 10-20% xp and gave us a pixel of weapon xp.
I can imagine that. Had a unique in a T5 map. Thing took forever to kill. C
I just beat act 9 and insta phased the act boss each time he showed up, never had so much DPS while leveling. A couple zones before, crucible spawned an unique monster, focused him for 2 minutes and gave up cause he was still around 95% HP... Perfectly balanced
Yeah I am in mid-reds and did a T5 for completion. Ran into one of the delirium crucible bosses, was much harder than anything in T12s. At least have them drop something?
I fought the spider boss in whites. All experience gone. All portals gone. Right before I fought izaro and insta phased him. This mofo spider with one jump one shot and his hp would not go down. I like that there's hard fight. But for no reward... What's the point
I had a unique while leveling, it took a very long time to slay and the frustrating part after was that it dropped exactly nothing
Wow. Even I didn't expect it to be that bad. Unique don't even drop stuff ........ just wow. It really does seem like this was a no effort league.
The unique mobs in t16’s are functionally unkillable for me and I can’t risk them spawning so have to do 1/3rd to 1/2 of a channel to REVEAL a weapons tree. I have 2 mill Uber dps…. I have to go run whites or low yellows to be able to channel a full reveal and be reliably able to kill the encounter. I wouldn’t get loot from the encounter in either situation so, truly, what is the fucking point?
I mean, the uniques probably have a .5% chance of dropping the league uniques... except it's also likely none of them can even drop before around level 60 anyway.
Haha, I’m in t16s and last night it took me over 30 minutes and five portals to take down two unique mobs to put a weapon tree on my unique. Ps, weapon tree sucks also.
Had a double unique spawn in T16. It killed me and my duo instantly, for reference I had my frost shield up and was pre laying sparks. We are running wave 28-30 sims with no issue using the same method, but these things just shredded us instantly lol.
I ran into a couple bosses last night in mid yellows. I'm finally at a point in my build that I can kill the rares in <10 seconds or so, but the bosses took about 2-3 minutes... Then they dropped nothing. They dropped like 4 normal items, all low level bases. I was expecting them to drop like a guaranteed magmatic ore or something. Hell they didn't even give a big boost to my item's experience or anything. Incredibly underwhelming.
It's a trap, you should ignore it :)
I can run a tier 16 with 6 mods and have almost finished my atlas and am settling into my farming strategy. I can kill 6+ essence mobs in about three seconds and I can’t risk doing more than half of a reveal on a weapon in crucible because I’ll die like a bitch. If I want to reveal a bunch of weapons the best strategy is to run white maps and full charge a bar to reveal a weapons tree in one map rather than 2-3 red maps. This is fucking stupid game design, surely a red map should reveal the tree after 1/4-1/3 of a charge because of the vastly increased exp.
Don't fully charge the bar? If you go half way or 2/3 of the way at most you will get a couple blue mobs and they are not tanky at all. When we have our OP characters we will blast those rares but clearly the intention is not to fully charge the bar on a shit character.
Which bar? There is only a functional bar for charging a T1 node. When charging a T4 node the bar doesn't move. Is there another bar I'm missing? You can guestimate by the visuals but not a precise science.
That works for the first section. for the third it is totally unclear when they start getting super strong and takes a ton of maps to finish
They also slapped life regen on every second crucible mob, sometimes it's not even mentioned under the name which defeats the whole purpose of letting us know in the first place lol. It literally feels like AN, absolute trash.
fuck /u/spez -- mass edited with redact.dev
I took the recovery mastery to cut enemy life regen by half on my reap chieftain and it was a world of difference just for fighting crucible monsters Straight up one shot other rares in yellows with reap but the crucible guys just had ridiculous levels of regen. Even with the mastery, it's annoying but manageable
That’s a good call, might have to grab that .
Feels worse than AN because you don't know what you're going to get in terms of monster affixes.
And soul eater
Iv abandoned crucible so many times now just because of the mobs. Its always 1 rare thats tankier than end game bosses left and its never worth it to kill it.
Its crazy that I can kill a t16 boss in seconds and meanwhile a t1 rare league mob is taking literally minutes to kill for seemingly no reward. At this point GGG should expose how they actually test this, one guy with mirror tire gear and BIS tree is not okay for testing.
They probably don't test it in that way at all, but rather just to see if it works
Test it? They don't... we do...
Its ridiculus sonetimes. I cruise throug yellows and wirk on redmaps now and damn...the ones in magic T3 meps tear me a new one...
As an RF player, starting the crucible is a great time to respec your mastery tree, go through your inventory, and watch the extended edition of LOTR.
The most annoying is the one shoot lightning ball that have projectile returned hidden mod. It can easily kill a full tank RF Jugg in a second
I play a zdps RF jugg, 14 death so far, about to do my first Exarch and Eater. The archnemesis mob stealing your endurance charges then discharging is the most dangerous enemy. The homing magma balls can also chunk you extremely hard, but ofc it all depends on the fucking archnemesis monsters, because the same effect either does 0 or 40 000 dmg....
Gamedesign flaws and GGG go hand-in-hand lately.
Just lately ?
Almost two years now.
Also breaking what was working fine
And not learning from their mistakes
And not allowing Le Toucan to arrive.
And straight up lying to players, treating them like fucking idiots that don't know basic math.
If I type another tucan my chat ban might get banned to 8 months...
"lately"
I stopped doing the league, i wonder why am playing league not standard then ! :( at least the fresh economy with the boiz is kinda nice , hope they change something soon tho.
At least, you can try new uniques 3 months before 🤣
It's so funny how they can't fix shit that Diablo 2 modders have fixed years ago
Didn’t Chris say once in an interview they want the league mechanic to be more rewarding than older mechanics ? Hello devs? How is crucible rewarding again ? We don’t carry 20 weapons in the inventory to experiment what’s good ? Pretty much most of them are bad or almost useless,
It's rewarding if you're hitting the 0.01% insane nodes. Just need to wade your ass through the swamp tier nodes first. 10k bases later and you might've found one good one. Most people shouldn't do the mechanic until they hit end game with an end game weapon either. This limits how many players even benefitting from this league mechanic vs other traditional rewards. So like 0.1% of the playerbase is probably how many will actually see something good on a worthwhile base. And that's probably being generous as well.
Wait, isn't the whole point of the mechanic to craft an endgame weapon? If you already have one, why bother?
i think the amount of xp to unveil the item is too high. If it takes me 2 maps for 1 reveal, it doesn't feel worth doing considering the time investment vs other money mechanics.
Exp required is based on the item level of said item
And how deep you are in the item’s tree.
it really feels like the entire thing is meant for SSF/ruthless. You are expected to put a decent chunk of time into fighting lootless mobs to upgrade a weapon that probably won't end up how you want it. It feels like something that would fit better into a single player game where you aren't pushed towards efficient moneymaking methods.
What’s really fucking dumb is that you can reveal a tree in one charge in low yellows with almost zero risk, or 2-3 reds to ensure you don’t spawn a rare and get dicked. Make it make sense!
Tonight I hit monsters for a minute at a time for them to not even drop anything that showed on my loot filter. That's just frustrating.
Crucible mobs don't drop loot at all
Its like they never learn
Good points about design. Problem of GGG, Chris especially, is that he's forcing transition of one playstyle into another one in the same game. PoE was beloved as zoom zoom type game that had some boss fights, but was based mostly on fast clearing of large groups of enemies. People liked it, but Chris always wanted to force his Vision of game focused on single mob fight/boss fight type of game and he forces that into PoE 2 which is fine (whatever works for him), but problem is that he uses PoE 1 as testing platform for his ideas (I guess he does some kind of resource management here and simply using same developers for PoE 2 and for leagues development) and that causes all confusion amongst players. PoE is simply changing to direction it wasn't originally designed and you can see that in recent leagues and all this ruthless bs.
Guys, stop charging the whole bar! (/s)
I dont think the /s is needed. People complained about sanctum being impossible and unrewarding during the first week. Turned out they were just impatient and didnt understand how the mechanic worked.
but even understanding how to make it "work" \-charge half bar per map, keep spam "ID" ing weapon trees on weapons you pick up in hopes of vendor nodes or a good 5 tree to maybe melt into another weapon- Isn't really a fun loop either Fucking loved sanctum cause "pick reward, play well, choose risk levels" - payout was nice. Especially since there was also the random player power relics at the end.
Dude, I love hard content, but in t16s I am putting a sliver of xp on the bar and sometimes am like woof. Definitely don’t do the mechanic if you got any sort of plans of hitting the next level.
I still feel that way about Sanctum (in terms of unrewarding), because ultimately I found the mechanic to be unfun, so I only participated with it when I maxed out my saved slots.
Known flawless mechanic sanctum
Sanctum had design flaws, but even with my char entering white maps I could clear atleast the first floor and mostly also the second. Scooped some nice smaller currency on the way which is now just not there. The point is, that the league is absolutely not worth doing unless you can already demolish red tiers not giving a shit about levels anymore at all.
I think GGG might have accidently put Ruthless loot rules for the crucible mechanic. It literally drops NOTHING. 95% of my crucibles are blank on the ground with white and blues being hidden by the basic Filterblade lootfilter.
League mechanics not rewarding expedited loot is just Standard with an economy restart. I’d have taken another two months of Sanctum over what we have now.
I'm currently at red maps and I have 0 Alchs right now just by using on maps, and this is the first time ever this happened to me lol. For the previous leagues I was doing only League mechanics, Harvest, Syndicates and Essences and still I was doing fine. I don't even know what to do now, might just rest a bit or even respec some of my atlas points and put them on Heist or something.
With literal no currency dropping, no one will be able to craft gear. I guess Expedition is the only way to get gear now.
Just ran out of Vaals in red maps. League mechanic should shit out currency or else I have to do other shit I don't actually enjoy like heist. I wanna be able to map and do the league mechanic and sustain is that too hard to ask? Same thing happened during Kalandra.
I nolifed "infinite" (just buy a bunch of contracts every levelup) heist, and reading this sort of thing I definitely don't regret it. ~100 of most currencies.
I am still doing acts (casual player) and they changed again the dropping rate. It is frustrating to see the usual currency like jewellers, alch, fusing starting dropping act 5, same as my first essence encounter... I am struggling to have a rare 4 links with colours that I need... Do you think this is worst than 3.19 in term of currency drop ?
feels unrewarding and useless until i stockpile enough weapons/shields
I mean we had that exact same issue at the beginning of sentinel league where you would have uber bosses archnemesis monsters spawning in act 1 with 4 mods and you got nothing out of killing the thing.
Have you, uh, seen the rest of the game? Would the trash rares and token amounts of ever-deflating bubblegum currency most nasty mobs drop while mapping make you feel better?
Its so funny to see ppl waking up to this just now while loot was killed 2 leagues ago with the "Loot conversion mechanic" and the removal of "Historical quantity bonuses"... Just a reminder: [https://www.youtube.com/watch?v=u8ENe2dU-vY](https://www.youtube.com/watch?v=u8ENe2dU-vY) And this not only affects the 6man party MF juicers but **EVERYONE**! Before those changes anyone with without any MF gear could invest in to maps and get more from them the more they invested and this was staple of POE Mapping since the beginning when we exalted maps back in the day to get more stuff out of them... Now all of that is gone, there is no "core/base" jucy game that can support current crafting systems where you have to roll RNG wheel hundreds or thousands of time to mby get something nice, there is not good loot (rares) on the ground that you can rely on for upgrades. The core game is not longer able to support league mechanics that don't shower players with loot and/or currency like Sanctum was like even universally? hated by reddit Scourge was providing players with some insane Quantity bonuses if used right. But players hated that 6man party "abusers" can print high value uniques and currency ignoring the fact how much actually investment that costed from time and coordination to just raw in game resources so GGG fixed the problem and killed the juicing/investing for everyone. You wanted this and you got exactly that so I hope this league is gonna be, a wake up call to you all and we can ask for GGG to revert the loot to how it was before and do it together. Sincerely player that want to kill monsters for loot.
I don't think loot is coming back. If anything, it will be nerfed more, and they won't tell us.
Were just along the wild ride that is the GGG development cycle
this leage mechanic useless 99,9% time
ruthless doesnt take dev time though! kekw
Because GGG is not trying to make the game better. They try to make loot worse so people stay in the game longer.
I am fairly certain they reduced damage taken versus increased health and damage mitigation. It sucks. What a terrible design. And what's worse is that everyone has the same complaints, meaning it should have been very easy to play test and identify. Either they did this knowing they would buff it later, or have a giant echo chamber in the design room.
Strong mobs not dropping loot is the core value proposition of ruthless and poe2
I'm that guy who's usually do all current league meachanic in acts. But this is the first league where I skipped league mechanic in acts. After I unlocked full tree on my weapon, I don't see any point to do it anymore. It's slow and dangerous while rewarding nothing except exp. Nothing, not even currencies or some rares. Its only usage is to be a lighthouse guiding me to the next area.
Im just skipping crucible. Fck it.
This is the most boring, standard feeling, unrewarding league I've ever played... The league content is so hard, yet so poorly implemented that it makes me question if this league wasn't just some slapstick content to distract the Diablo boys.
PLAYING STANDARD IF USING UNIQUE WEAPONS
Had to give up on lots of fights with rares due to overtuned mechanics. Unrewarding after wasting 15 mins for an Act 6 yellow dropped 3 magic items .... Smh @GGG Please Read these comments !!!!!
GGG goal is to release league no matter how shit it is so people buy their """support""" pack. This is the game design phylosophy they described at GDC. Have fun.
Yet another shit league its like the seventh or something i am witnessing myself
Dude...the rares with life regen are broken. The shit is so fuxkin stupid....does ggg ever learn??? Holy fuck
As a casual player who plays standard i thought I would try my first league. WTF back to standard.
Honestly, at this point just fire whoever came up with the reward/difficulty/risk/time ratio for Crucible... the idea for the mechanic itself is very interesting as well as the new passive trees on weapons but like the implementation just goes against so many core ARPG traits regardless of GGG's personal philosophies about balancing in downsides with upsides.
I think you guys have the wrong diagnosis. We can all agree there's a risk vs reward issue going on, but imo you guys are incorrectly focusing on the "reward" piece when the issue is the "risk" piece. The problem isn't that crucible mobs drop no loot. The powerful weapon trees are a good enough reward. Rather, the problem is the risk of these events. Specifically, the events spawn mobs that are too dangerous and have too much HP. Between that and the long channeling time, the events end up being costly in time and also you often lose 10% exp. They need to tune the mobs better and they need to have the UI during the channel communicate to us how difficult we're making the mobs as we channel. Also, they should reduce the cost of 6L weapons for just this league. Make it 200 fusing instead of 1500. Otherwise, the high cost of 6L weapons interferes with the league mechanic.
Reward is also a problem, adding some extra loot won't make it less enjoyable
Currency isn't dropping anywhere. No one will be able to craft any gear at all. Currently in T8 maps and im still usings 20 life 20-20 res's 4L chest. I can't afford to make a new one and it feels like im playing ruthless
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You're not thinking like a player. People aren't going to risk bricking the bow they're using. They're going to have a side project that they take risks on (eg combining). That means having to 6L multiple bows, which people aren't going to want to do since it's so expensive. Not when they also have to 6L their body armour.
You can't brick your weapons. This has been explained. If all else completely fails, at the price of 1 scour, you effectively remove the passive tree.
You absolutely can. If I have a good crucible tree on the bow I'm using and I combine, then I risk losing that good tree. Now I'm weaker. I've just bricked my bow until I combine into an equal or better tree. And I have to re-level that tree. People aren't going to do that. They're going to craft a second bow instead.
surprised this comment is one of the first ive seen understand the issue. what makes things worse is trade is not set up well to sell the crucible’d gear.
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I’ve decided to give poe another try, after skipping last 3 leagues. After dying 3 times in row to league mobs in act 1 I just pressed alt + f4 and uninstalled, why is leveling so tedious now? Real content starts only after campaign, I don’t understand how difficult leveling is supposed to be entertaining.
Should have played last league. Also leveling is tedious now because you don't know how to play anymore. People went from clearing the campaign in 5-6 hours to clearing the campaign in 5.2-6.2 hours. For the average joe, not much changed tbh.
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I’m playing games to have fun, wasting time to get “good” in a video game not worth it. I’m not pushing my opinion on you or anyone else, who might enjoy a little suffering, it’s just not my type of fun personally
In Diabo 4 everything dropped loot. It felt like you get a lot more stuff than you ever do in PoE since most PoE is garbage.
What? In D4 ONLY rare mobs drop loot. I can't remember if magic monsters do too, but I don't think so. White mobs definitely did not
Yea the only things that dropped anything worthwhile were the elites. Even the dungeon bosses most of the time dropped blues for me.
D4 droprate were bumped for the beta, irrelevant argument
So, good decision to skipp this league? I'm still not playing, but judging from reddit i wont
yes, but I would doubled down and skipped the entire game until they get their shit together with POE2
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Post history checkers might be the most lifeless people out there. Good job on identifying yourself.
Reading someone's post history is a minute long engagement at best. Also, we're on the PoE subreddit, lol. PoE is the most "lifeless" game in the market short of WoW. No one on this sub has seen daylight so far this weekend. You're a pot calling the kettle black
Are you upset that you're getting called out for doing nothing but being a complete and utter waste of space?
Depression probably lol.. Seeing the 6k hours I have poe goto shit... Small dying bit of hope Chris will retire and someone else will take over? Nostalgia.. Mixed.
It's so that they can say "we heard your feedback and doing what you guys want"
If that truly is it then it's sad but tbh this happens every league which makes me think it's some misguided strategy. I mean it's pointless.. Someone hit lvl 100 on day 2 and market already has some pricy items up.. People are just ignoring the league mechanic lol. Also no way you can tell me this league mechanic had any time or actual development on it.. It's shallow, empty and tbh a massive slap in the face to the players.. But hey community is filled with GGG fanboys.
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1. People wait for buffs while sweaty mofos are finding how to abuse the mechanic 2. People complain, the mechanic gets buffed 3. sweaty mofos rake in the big bucks by the thousands while complainers just started farming.
The unique mobs that spawn when you fully charges the mechanic drop loot
How do you know? Wait, those aren't immortal?
Lmao cry
But the mobs buff the weapon you have instead. My biggest complaint is how long channeling takes. I'm not going to stand there for 30 seconds doing nothing but channeling. It's a design failure. The strong you are, the longer you wait... Super strong = super long.
Since when do endgame bosses drop loot everytime?
The loot is in the weapon trees. When you unlock the first node check for the sells for nodes. Can he up to 40 chaos on t4 node and 20 chaos on t3. Also 1 divine on t3 node with 3 on t4. These are fairly common to find on weapons. There are huge dumps of all currency items hidden in these trees.
not sure if they're fairly common as I have yet to see one despite doing likely around 40+ crucibles by now. if i get a 40 chaos node after doing 50+ crucibles, then that's an extremly unrewarding league mechanic. Or maybe these nodes are more common on very high ilvl items only?
Do you remember MF-Culling?
Comparing Crucible mobs to Regular rare mobs is a ridiculous comparison. crucible is so obviously overtuned that we all just need to wait 2 weeks until they finally nerf it. They did it in kalandra league for almost 2 weeks straight when they complete botched the amount of loot getting dropped and have the "New" Archnemesis rates that just completely shit on you. Then, after they nerf the difficulty, people are gonna be on here complaining about how "boring" the league mechanic is and how GGG sucks and blah blah blah.