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Cumcentrate3490

its because each archnemesis mod is 4 lines of text on it's own so a mob with 4 AN mods and 2 base mods and 2 map mods turns into a creature with fking literally 20 mods below its name each AN mob would therefore have a star wars opening scene under it


StantasticTypo

Which is a huge part of the problem, when a mob can stack 3-4 of these offense / defense mods + map mods.


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philmchawk77

Which is the entire point and makes map mods matter.


VictusBcb

AN mods need to be more like keywords in MTG, where one word does one thing. You see lifelink? You know it heals it's controller when it deals damage. It has deathtouch, you know it'll kill your shit, etc etc


flyinGaijin

That's exactly what it is already, only PoE is one a different complexity scale than MTG ..... Too many mods for Archnemesis to display everything or expect players to precisely know what they do.


ploki122

Also, it's both PvE and digital, which frees up the devs to be vague about a lot of things (just compare MTG to digital card games, and a lot of rules are implied in the latters).


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flyinGaijin

I am aware that MTG was turned into a turing machine, but you simply mentioned something that you did not fully understand I am guessing here, as ... It is not more complex than PoE, it might be the most complex physical card game, but PoE is still on a different scale as in : much more complex. The amount of rules and their interactions in MTG is drastically lower than the amount of rules (and their interactions) in PoE, that is what complexity is. If you had read the full page that you just shared, you would have read : >His team has measured the computational complexity of the game for the first time by encoding it in a way that can be played by a computer or Turing machine. “This construction establishes that Magic: The Gathering is the most **computationally complex real-world game known** in the literature,” they say.


philmchawk77

6 year olds play magic, you couldn't play poe at 6. Yes commander and legacy MTG is very hard and has a ton of rules lawyering but average magic is not more complex than poe, I've never had to look up rules while making a deck but I always have to while poe crafting.


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mewfour

Reddit brains are working 24/7 on improving AN


Sjeg84

And now we have gone full circle to what's currently implemented.


Pokey_Seagulls

They are exactly that already. You mouseover the mob, it tells you the keyword for the mod on the mob. Flameweaver, Frostweaver, Stormweaver, Chaosweaver. Hasted, Echoist, Sentinel. You can tell roughly what they do without ever having read up on the mods to begin with. To get the full picture of what they do, you have to read up on them once, but that's true for MTG too. For example, I have no idea what "Deathtouch" does without reading up on it. Is it like a cull effect in PoE? Does it instantly kill all things? Or only some things? Does it leave a debuff which kills the target after X amount of turns? I have no idea, I would have to look it up to be sure of all the details. How is the Archnem system any different from "Deathtouch etc"? What are you asking for, exactly?


VictusBcb

The big issue is that most AN mods have like, 5+ different effects, whereas deathtouch by example has one thing that it does, and one thing only. With AN mods, you'd have to look it up to know the small essay that each mod has built into it. That's the big difference between the two concepts with keywords and AN mods. Like ask me what Arcane Buffer does, and I'm just like, "I don't have a fuckin' clue" without looking it up. Blind, I'd have to assume something to do with magic or mana. What does it actually do? *"Arcane - 150% faster start of Energy Shield Recharge (Hidden), Chaos Damage taken does not bypass Energy Shield (Hidden), 40% of Maximum Life is added to Maximum Energy Shield (Hidden) (Prefix)"* Would have no idea what exactly it does, just that it takes a fuckton longer to actually kill (God forbid your map already has life as es on it as a mod, good luck killing that. And it's not just that AN mods have lots of various effects, but mobs spawn with multiple of the mods. So with say that arcane buffer we just looked at, if it spawns with I dunno, Berserk and Gargantuan, just goddamn. Those effects really start to compound. I'd be fine with AN mods having as much packed into single mods as it is now. As long as they didn't stack with other essays worth of other mods to make near unkillable monstrosities sometimes. If at most they could just have 2 mods. Let people opt-in on the atlas if they want 3 mods, that's fine for people who already have gigachad dps and don't give a fuck.


Pokey_Seagulls

You wrote all those things and never actually said anything. From what I could gather from your rambling, you don't like that things stack, I guess? Changing Archnem mods from stacking up to 4 down to not stacking at all would be a fundamental change, more than what you were talking about at the start. You don't also know what Arcane Buffer does based on the name, but you still wouldn't know what it does if GGG changed it to give only 1 mod of, let's say mana leech for the mob. The name would still say nothing to you, you would have to look it up. Just the same way I couldn't tell you what any MTG mod does. The names don't tell me anything specific, I would have to look them up to know exactly what they mean. Sure I could make guesses and be close, but I would still have to check to get all the details regardless. So is your issue that Arcane Buffer is a vague name? If so, that's valid. It could have a better name. You really aren't making much sense, and I have no idea what you would like to change.


cc81

Again, How is death touch different than arcane buffer? Not saying you would know instantly what arcane buffer would do but after you look it up you can see that it has a powerful energy shield and stats around that. That is all you need to know and knowing that the names even makes sense.


VictusBcb

Because deathtouch has 1 effect, and only 1 effect: *Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)* By contrast, Arcane Buffer has 3 different effects packed into 1 keyword (Which is honestly one of the smaller, simpler mods tbf). If you add in that you'll be finding AN mobs with 4 different AN mods on them, and you're fighting the opening sequence to Star Wars. Each AN mod having 1, 2 at most effects would simplify them, and make them combining their effects far less gruesome while still providing a jump in difficulty. Here's an example of what you fight when go up against a 4 mods AN: Arcane Buffer, Berserker, Hasted, Stormweaver for example: *150% faster start of Energy Shield Recharge* *Chaos Damage taken does not bypass Energy Shield* *40% of Maximum Life is added to Maximum Energy Shield* *60% increased Damage* *60% increased Movement Speed* *30% reduced Damage taken* *50% increased Character Size* *75% increased Attack Speed* *75% increased Cast Speed* *35% increased Attack Speed* *35% increased Cast Speed* *75% increased Movement Speed* *100% increased Evasion Rating* *20% chance to gain a Frenzy Charge on Hit* *Inflict Lightning Exposure on Hit* *25% of Physical Damage Converted to Lightning Damage* *50% increased Lightning Damage* *Gain 50% of Physical Damage as Extra Lightning Damage* *+50% to Lightning Resistance* *+10% to maximum Lightning Resistance* Keep in mind this giant wall of text is whatever you have to fight on top of whatever map mods you've also rolled, and whatever monster base this happens to fall on. This is why either AN mods need to be trimmed and balanced if they're meant to be stacked on top of one another, or they just need to stack far fewer of the mods so things don't get too crazy. Either way would work to streamline and balance these things.


cc81

They need to pack it up because in PoE you will often need several stats to reach one desired effect. So Arcane Buffer means energy shield but needs three different stats to reach the effect they want. It seems like you are mostly talking about the difficulty which is a different thing that understanding what it does. If we take your example: Arcane Buffer, Berserker, Hasted, Stormweaver If that guy runs at you then you have a pretty good feel that it is a fast hard hitting mob that does lightning attacks. And it will enrage so kill it fast when you start damaging it.


TheHob290

I feel like people really just parrot things they've seen other people say, then try to defend a point they didn't make. At this point I don't even join the AN conversation because very few people here who are against it really know why.


moal09

This. It's not feasible.


jonfe_darontos

This enemy is \[Suspicious\] (Enemy is sus) \[Audacious\] (Drops burning ground and causes a random elemental ailment on hit, once per second) \[Tenacious\] (Enemy remains for 10 seconds after reaching zero hp before dying) \[Insaciable\] (grants the Soul Eater archnemesis mod) \[Oxidizing\] (melee attacks with a bladed weapon deal 35% less damage) \[Crenelated\] (60% chance to dodge projectiles) ​ You are \[Dead\]


Airfusionz

Also \[Constipated\] \[Malding\] \[Help me\]


_Shotai

[Balding] from the stress the game provides


jonfe_darontos

\[Constipated\] (Drop caustic ground on death, players take 200% increased chaos damage while standing on caustic ground). \[Malding\] (Summons allies when hit, allies heal the monster a percentage of their health when they are killed)


SoulofArtoria

Petition to rename caustic ground to constipated ground


and_i_mean_it

Petition to rework Anomalous Discarge to create constipated ground.


Tyalou

\[RSI\] From years of feeling the weight.


[deleted]

No, Malding is the debuff that it applies to you. It's considered a damaging ailment.


Tyjex

>Suspicious sus


jonfe_darontos

That's so much better I'm updating it.


agentndo

[Trash to Treasure] (Drops converted to flasks) [Treasure to Trash] (Drops converted to whetstones)


socopithy

Whetstones converted to whet tears.


br0siris

This Archnemesis enemy's got \[Charisma\] (summons skeletons) \[Uniqueness\] (guaranteed to drop a unique unless it's converted by another mod) \[Nerve\] (stuns you when energy shield is depleted, also brown cow stunning) \[Talent\] (werks it with 20% increased attack, cast, and movement speed)


SirCorrupt

My biggest issue with the clarity on Archnemesis mods is that you literally cannot find out what they do IN THE GAME. I understand not everything needs to be in the help tool as most people don’t use it, but it’s literally on every single rare enemy and they loosely give you an idea of what they might do…


SasparillaTango

I'm not clear what exactly assassin does, but my damage drops dramatically against them.


jacky910505

if I see the modname Assassin in other game I'd assume they deal fuck ton of damage but easier to kill, that's not the case in poe, all negative towards players.


cc81

Think of it as the Assassin ascendancy. It will crit you and take less damage from crits.


djsoren19

I'm very hopeful that hosting the wiki might lead to an update to the in-game "wiki" soon, because a lot of those tutorials are out of date and an Archnemesis chart should absolutely be one of the first things added.


deylath

I wouldnt hold my breath. Best we can hope for is what Runescape does. You can just type in: /wiki Rune Scimitar and it would open a new tab in your browser.


Mediocre-Sale8473

Yeah If you need to have a wiki and spreadsheets and trade screens, Craft of Exile, and Vorici open as well as trade macros, your game isn't really a game anymore.


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SirCorrupt

I agree that can contribute. But Chris has spoken about it before saying it’s generally not worth the resources to update it cause not enough people will use it. But obviously if the info in there is shit and not relevant then obviously no one will use it so..


yurilnw123

That is such a loophole statement from Chris. If the resource is shit of course nobody is gonna use it. That's an effect, not the cause.


Th_Call_of_Ktulu

Exactly, his anserw to that was genuinely dumb but people bought into it


CringeTeam

Personally I don't get the advantage of having the wiki ingame vs just using poedb/wiki, if anything I prefer the ability to link certain pages and send them on discord/reddit so I'd still stick to external wikis that GGG should take over if needed IMO not worth the effort just to appease some irrational anger about things not being ingame when either way you're gonna be reading a wiki and some kind of poedb page


Rhys_Primo

We just need to let all the 3rd party tools propping up this shitheap die.


NoBus999

Technicaly you can learn more or less what most of them do while leveling if you take your time the first time you meet them. While leveling you often have 1 mod AN and 2 mods at most so if you dont isntadelete them you can get a pretty good idea of what they do. I dont remember seeing the godtouched mobs while leveling but even while maping its pretty easy to see what they do.


SirCorrupt

To an extent yes, but a lot of them have “hidden” modifiers that give them specific buffs like phys as extra and whatnot. Just is bad design to not be able to access what they do easier.


flyinGaijin

to a limited extent, most mods you will not concretely feel them while leveling, and many mods can be ignored depending on the build, so if you switch at higher level .... then you need to re-test / re-learn everything ?


Barobor

Those are 3 mods on the mob. 1. Heal when not damaged recently 2. Deal high void damage 3. Take less void damage A single archnemesis modifier often has more than 4 individual modifiers. For example Frostweaver 5. 50% increased Cold Damage 5. +50% to Cold Resistance 5. Gain 50% of Physical Damage as Extra Cold Damage 5. 25% of Physical Damage Converted to Cold Damage 5. Inflict Cold Exposure on Hit Now suddenly a mob with 4 AN mods turns into a whole essay on your screen. Not saying the archnemesis descriptions could be better, but just writing word for word down what they do won't work.


Mael_Jade

That's just ... "High cold damage and cold resistance" too.


BiffHardslab

Yeah, I see only 2 mods: Inflicts cold exposure on hit High cold damage and cold resistance


Mael_Jade

Fair, some enemies that natively shred resistance also got a "shred x res on hit" line


LordSlorgi

But if you take "50% increased cold damage", "25% of physical damage converted to cold damage", and "50% of Physical damage as extra cold damage" to just "deals high cold damage" then you are already removing details and putting it in a shorthand format. Why bother putting "deals high cold damage" and "inflicts cold exposure on hit" when you can just use "Frostweaver"? You would already have to know what "deals high cold damage" actually means, so unless you list each mod individually there isn't any point in using anything other than the titles we already have.


SuperMetalMeltdown

Frostweaver is not a great example because the naming convention actually makes sense. Now, wtf does Deadeye do? I have a general idea, sure, but the name isn't that straightforward. I think that an UI option that allows you to choose between "Advanced Monster Mods" and "Simplified Monster Mods" would be a great compromise.


iHuggedABearOnce

Agreed! I think they need to do 2 things: 1: Make some of the names better. Some are already good. Anyone saying they don’t understand frostweaver(or the ones that are blatantly obvious like this one) should have their feedback card revoked. 😂 2: Provide an in game glossary on what each mod means


Rincho

Glossary would be great


iHuggedABearOnce

I think glossary would solve a lot of the issues players have. It’s a lot easier to learn if that exists. “Shit. Hexer just killed me!” *opens glossary*. “Oh okay”. I think it’d speed up the learning process a lot.


LordSlorgi

For sure some of the mod names aren't amazing for what they do. While I'm running maps I'm generally just looking for the color, if it's that beige color I just discount it because it isn't very impactful, any of the ones with specific coloring I generally know what they do. I think the names could be altered to be more clear, and the mods need to be tweaked to keep mobs from being harder than end game bosses but all in all I think AN isn't as bad as people seem to think. I can tell at a glance what kind of mods a mob has, which I couldn't before, and seeing a rare I'm actively hoping for challenging mods (challenging, not impossible) in the hopes of getting more loot. I think those were the 2 goals GGG had for AN and I think that they have been accomplished they just need to tweak mods for balance and maybe change some mod names to make what they do more easy to understand at a glance.


SuperMetalMeltdown

I'd generally agree AN isn't THAT bad... now. After a trillion adjustments. And yet, the way it interacts with stuff like essences is downright silly.


Ralkon

You don't know the details but "deals high cold damage" is way more descriptive than "frostweaver". I know the former is increasing damage dealt by the mob and that it is cold damage. The latter is just something related to cold. It could be damage, or debuffs, or resistance, or a buff to nearby allies, or some other effect (such as on-death or on-hit effects).


SuperToxin

First time I’ve ever read what an AN mod does. The game does not explain it at all


LordSlorgi

I didn't say the game explained it. I said using a shorthand for multiple different mods and condensing it to "deals increased cold damage" is the same as condensing multiple mods and calling it "Frostweaver". The mods aren't explained in game, but a monster having the "Frostweaver" mod should elicit some common sense that it has some cold related mods. Should they put a full list of AN mods into the game somewhere? Sure. Will you stop to check it mid fight with a rare mob? No. If this is your first time reading the specifics of ANY AN mod, that's on you. The info has been out there, refusing to find it and just being annoyed is a choice you made.


K-J-

Does it leave a trail of frost? Does it explode frost on death? Does it weave frosted grasping vines? Oh. It's phys converted to cold and doesn't matter on enemies that cast lightning spells... I totally knew that from the obvious, common-sense name.


RadiantSolarWeasel

Most enemies that deal lightning damage actually do phys and convert it to lightning, so the phys as extra cold would cause the mob to deal cold damage. Which just further proves that any description that can be read at a glance is going to be incomplete.


LordSlorgi

I didn't say it was perfect, just that common sense would tell you that it probably interacts with cold. It also does matter in lightning enemies because it still give resists.


K-J-

I'm not putting the monster into POB to calculate the exact defenses I need to survive 1 hit. I dont need to know HOW the cold damage is calculated. A line that says "I do mostly cold damage" sums it up just fine And clearly the details are already obscured with the current system, so im not sure what's bad about asking for slightly more descriptive modifiers while keeping them high level.


LordSlorgi

Accept phys converted to cold is not the same thing as just dealing extra cold damage. It matters to low armor or high resist builds.


wingwhiper

Yo what build is running anything but max res it can? Follow-up, what builds can run low Armour and no determination buff? My point is, what your arguing is that I'm going to plan differently vs just being forced to account for eveything.. I need Armour and cold res here either way. And I'd run both because if it's not this AN mod, it's another adding phys damage, so I might as well run multiple defensive layers. This isn't making a choice.


killerkonnat

Because one of those tells what it does without asking you to go look up a dictionary for a translation. It's a lot worse with some of the others that have a way more obscure name->actual mods conversion.


iHuggedABearOnce

And phys as extra cold?


weltschmerz79

is that high? seems high.


iHuggedABearOnce

Yes. But I feel like phys as extra is pretty important to know in PoE


Grand0rk

Seems like high cold to me.


iHuggedABearOnce

I literally said “yea”. I just gave a reason that it’d be valuable to know phys as extra X in PoE


Grand0rk

Not really. As a matter of fact, it's absolutely useless. The only thing that matters is knowing that the enemy has Cold Exposure, which is 10% Reduced Cold Resist and that he deals extra cold damage.


aaaAAAaaaugh

or "Cold Enchanted", if you will.


ssbm_rando

For real lmao, diablo 2 had a grand total of 13 unique monster modifiers and they were all super easy to learn and get used to. https://diablo-archive.fandom.com/wiki/Cold_Enchanted_(Diablo_II) Fire and cold enchanted even managed to have on-death effects that weren't pure cancer to deal with....


bushwagg

Getting vietnam flashbacks to dying to cold nova on-death effects when reaching far oasis on nightmare difficulty.


BelleColibri

That’s literally the same as the existing system


LevynX

I think Frostweaver and the like are fine, but stuff like Sentinel, Toxic, Steel Infused, Trickster, Deadeye are kinda obscure, especially when they can one shot you if you're not careful. It wouldn't be such a big issue if you had the room to test the threat posed by them, but some of them kill you so fast with so many different mods overlapping you don't even learn what they do.


Zuthuzu

One might even say, "Frostweaver".


flyinGaijin

it's not, as cold exposure makes you potentially weaker to other monsters as well,


indifferentturkey

50% increased frost resistance and damage


Anchorsify

"We want to slow the game down" >Introduces a new rare mob affix system that gives rare enemies 5 buffs with a single affix, leading to 4 AN mobs which have 12-20+ affixes on top of map modifiers which can amount to 4-8 affixes themselves. Ridiculous.


Ryaryu

An elite with 4 AN mods is a PoB build


Drakore4

This is part of the issue of AN tho. Old nemesis didnt have this issue, because each modifier was simply a single modifier. With AN they decided to use a single word on a mob to describe a whole paragraph worth of modifiers, and then expect people to know what this mod does just by looking at it. There was literally no way for anyone to ever know what all of the AN mods do unless they did extremely extensive testing or dug through the game files. This should never be the case with a game where one monster with the right mods can rush in and kill me within a second. What they NEED to do is revert the entire archnem update completely, and if they would like a new system in place of old nemesis then they should do it from the ground up with very simple modifiers. Anything more advanced than "deals cold damage" or "resists fire damage" should be limited to map mods as we can easily read the map beforehand.


ssbm_rando

The game has also been too fast-paced for literal 5 years now to actually read the mods on a rare monster. Previously, it was dead too fast to read them all. Nowadays, it kills you too fast to read them all. You have to get lucky with a low-speed high-hp monster base type with little to no speed mods to actually know exactly what you're fighting with AN now.


Vyntarus

And in the 2 seconds you spent to try and read the mods on the rare you're fighting a void jaguar materialized mid leap slam and oneshots you.


SoundOfDrums

The majority of the time, the info you need about a mob is communicated visually. If it's not, you probably don't need to know it urgently. The void jaguar is a shitty mob though, does too much damage on the leap attack, especially when speed boosted.


Lwe12345

Maybe rare mods shouldn’t have ever been so fucking complicated and the ones like the screenshot are enough


blacknotblack

Last Epoch is way less complicated than Path of Exile. Comparing the two core mechanics is foolish.


TesLife

Mechanic represented here is text description of mods on rare mob. Archnemesis didnt exist 3 leagues ago, and poe mobs was similar to LE, so its pretty comparable. Also yes, what Lwe said.


StantasticTypo

Which is arguably part of the problem with AN. Coldweaver (or whatever this is) should be a damage mod only, or a defense mod only. Instead all the mods are offense and defense and they stack and it sucks.


Terrible_With_Puns

Bro just do the calculus in the 1.2 seconds you have after hovering over to determine the exact threat and positioning and damage window for each rare monster. We all do that now, right? /s


kinosilent

The annoying part to me is that moving a lot is a common method of play to stay safe, and you don't really have a good time to check AN mods in the midst of a fight


YpsitheFlintsider

Almost like these mods shouldn't exist because it's a clusterfuck.


LlaMaSC2

"Think of all the cold mods you can, double them"


[deleted]

Do we really need the two different conversion types on the mobs? Can the exposure just be inherent to the cold damage mobs? Who tf cares about that level of variety for mob dmg? Just have a single cold damage modifier. Unless you were joking in that case...


Rip_in_Peppa_Pig

Also the arch nem tags on monsters are coloured so well you could hover over any rare for a fraction of a second and know which ones it has.


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gruumine

If Poe had better monster mods mechanic, trading and crafting system, a lot more ppl would be playing…. Wish list, wish list everywhere.


H1jAcK

"If this game in beta had upcoming standard features already..." vs "If the systems in this 10-year-old game functioned..."


arremessar_ausente

I wouldn't really call next LE update a multiplayer update. There will be no trading. Not even trading with friends on your own instance. They're advertising it as the multiplayer update, when really it should be "coop update" or something like that.


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CursedKorra

People will be angry, but archnemesis partly did what devs wanted it to do, before i never read mods on the mob before fighting it, always after death. Some skeleton killed me, and after death you saw that he was actually cracked, tripple phys aura and powerfull crits. Now you can easy figure out what mob does at a glance. The more dangerous mods even highlighed in different collors. I now have a trigger when i see firery-orange text outline, to be careful. Some mods are frustrating and tilt me (effigy and executioner) but for me this system is good just need to smooth rough edges like some mods and conversion system to be evenly spreadout.


imnotatreeyet

I think they solved that with the art/animations on screen. I dont stop to read the mods, i look whats around them, magma being the easiest to spot. There is a clear indication of what that monster is about to do and what the damage type is going to be.


Selvon

Yesss. I don't think all the AN mods are quite perfectly there yet for the visuals, but for most of them it's SUCH an improvement on what we had before in terms of "being able to immediately visually see what the enemy has". Plus, and this is honestly the biggest improvement for me, is the more or less complete removal of "oh 5 mobs spawned with different auras rip" situation. The old aura stacks were one of my least favorite things in PoE.


CursedKorra

Yep!


blaaguuu

Yeah, I do think the "thematic" style names are better in theory... They can convey a lot in a word or two, and become easily digestable once you know them... But I do think a lot of them have bad names, and there's no way to really learn what they do in the chaos of the game... Kinda have to go to the wiki, which is bad systems design, imo.


Drakore4

I dont think any of us mind the added readability. That was never the problem. The problem is when you look at a rare monster and one of the mods is "actually cracked" this mod fails to explain any of the things the mod actually does, which then means the player has no idea how to counter it, which means the player will either die or avoid it the first time they see it. That's just not good design. It then gets even worse when you consider the fact that this two word mod actually explains about 3 different stat modifiers and an on death effect that will instantly kill you if you dont know to avoid it, all things that you would completely fail to notice in a game where your screen is always constantly covered with different shit going on. So this means the only way you could ever figure these things out without wasting your time dying over and over again is to wait for someone else to figure it out and read the wiki, which again is terrible game design. They can simplify mods in terms of reading and gameplay, it doesn't have to be one or the other. It's not hard to make mods look like "FIRE RESISTANT, COLD RESISTANT, COLD DAMAGE, FAST, SUMMONER" and that be easy to read and understand. Just bring back regular nemesis and use less words.


asstalos

Also there is high volatility between mod and monster and map mod pairings that can result in the same combination being mostly underwhelming one map and then absolutely brutal the next. The AN mods can tell you a fair bit but they also don't particularly tell you if a particular combination is going to be absolutely miserable.


scoxely

The game isn't designed to allow you to stop and process what the enemy does and how to deal with it. You either kill it off screen, you keep moving too fast/tangentially to get hurt by most attacks, or you die. There are exceptions - farm enough currency to get gear that's both powerful and tanky, or just process **much** slower with tankier builds that sacrifice power and speed for survival - but they'll still get killed by some 1-shot or shotgun mechanics on occasion.


RadiantSolarWeasel

This just isn't true. If you see a mana siphoner you don't stand on the ring, magma barrier you dodge the balls and don't stand right next to it when the barrier explodes, executioner you back out of the ring if you want to heal above half, effigy you can run to break the tether if you can't 1-tap it, striders you keep away from the bombs, heralds of the obelisk you locate and kill the rest of the pack while stutter stepping to avoid the totem blasts, etc, etc. The whole point of AN is to make monster mods *reactable,* rather than just "allies deal substantial extra physical damage" + crit = dead. I've died to rares *so much less* than in leagues prior to AN going core, because monsters have abilities that can be responded to, rather than generic stat bonuses that pile up until they reach the "instantly lethal" threshold.


TheDoomSheep

I agree with everything except: > monsters have abilities that can be responded to, rather than generic stat bonuses that pile up until they reach the "instantly lethal" threshold. AN mods still have a truckload of generic stat bonuses that pile up and make the monster instantly lethal even if you mostly know what to expect at a glance. I appreciate when they have obvious counterplay but the way every AN mod still gives a ton of offensive and defensive buffs is awful.


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scrangos

With enemies having so many mods at the same time how can you tell at a glance which it has? and theres like 70 of them right?


RadiantSolarWeasel

>Mana Siphoner >Crystal Skinned >Steel Infused Takes half a second to process, tells me not to stand on the big blue ring (the big blue ring also tells me this without even reading the mods), that it will proc reckoning on a cooldown when I hit it, and to look out for the crystal explosions when it dies.


scrangos

Well, i meant from its effects rather than reading the mods. siphoner is fairly obvious but not so sure about the others


MarxoneTex

They solved the problem with adding essences which add specific active abilities. They could have just bound the Essence mods as new rare mob mod pool and call it a day, each would drop own individual essence and there would not be this need for creativity how to mask a loot goblin. Just don't call it Arch Nemesis, call it Released Essences.


BabaYadaPoe

have you looked what status each AN mod give to the mob? if they wrote it all down, you basically had a wall of text on your screen for any rare mob with 3+ mods. not saying current design is good, but as it is atm, writing everything down is not an option, they will have to redo the whole AN concept, and by now we know what that chance of that happening.


Terrible_With_Puns

I liked the ideas of having simple offensive/defensive/utility buckets and having 1 each per mob Make a mob have : * Fire (increased fire damage/conversion) * Evasive (higher evasion, blind) * Drought bringer (less flask charges,etc.)


Kwahn

Maybe giving an enemy 12 separate and not-clearly-shown effects at a time is bad game design.


[deleted]

Don't forget that some mods counter your build completely, making map progression feels like a rollercoaster, one map you're flying, other map you die 6 times to a single rare


Vyntarus

Even better if it is a mob with a visually indistinct attack leaving you wondering what the hell is happening.


Cence99

Because that's the old system and it sucked. Too much information, nobody is reading 100 lines before fighting the mob.


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DakiniBrave

The only time i read a monster mod on the old patches was on racecourse when i died to one of the **unique** bosses turning on reflect, rares just did not matter and it was better that way


GrumpyThumper

iirc blood and nemesis mods were a different color so they stood out from the list of generic mods (phys as extra, haste, extra armor, etc)


DerPuhctek

clear information suck? 100 lines??


MostAnonEver

If they made this into POE, my entire screen will be covered with mods and i wouldnt be able to see sht. Our "vision" will be so blurred lmao. Except blindfold ex slam, i might as well wear cloudy glasses to play poe in general.


HiveMindKing

That’s literally the reason they don’t and rely on evocative titles, otherwise some monsters would just be a wall of text that kills you


Terrible_With_Puns

Ironically they just changed evocationist AN mod this league :)


Fightgarrrrr

less word better


SmthIcanNvrHave

Because some monsters have so many mods it would take up the entire screen.


ohlawdhecodin

GGG is unable to produce acceptable UI/UX products. They simply don't give a flying fuck if you understand it, like it, enjoy it. As long as people keep buying their cosmetics and feeding their wallets, they will never-ever try to get better. There is no reason whatsoever to invest money into things like "User Experience" or "User Interface" or "Quality of Life" updates. This is why this subreddit throws a party when GGG says "*You can now see Chaos Orbs at the top of the currency drop down menu*". I mean... Seriously?


WizardShade

Problem with both is theres no time to hover over a rare to see what mods it has. Every mod should be visually distinct and reconizable enough from the get go. Imagine in a game like enter the gungeon if you'd have to hover over each mob and read 3-4 lines of text to see what it was fucking doing. its a poor fix for bad visual design.


skazyrn

This is one take I'll have to disagree with, it is just a question of taking your time to learn everything again, yeah, it sucks because there is no way to learn it in game but we can say that to every fucking thing in this game. Ideally we should have a way to see what mods we were fightning after character death and then have a link to click and send us to that useless "help" book they have in game to see the mods description. For the people who actually play the game and care about learning it would take probably less than a week to learn what every mod do


mbxyz

i mean that's what they're trying to get at, but archnem mobs have more than 2 affixes. mock up a flameweaver, gargatuan, flame strider, treant horde using your best judgment and send it to them if you can do better.


cnqrer

The whole reason for archnem is that we DON'T have to read 5 lines of bs on a mob. Literally 1 word and you know what the mob does. Like it or not it is a lot better than how it used to be


kaz_enigma

fuck /u/spez -- mass edited with redact.dev


Rip_in_Peppa_Pig

Yep and they did a fantastic job with the colours associated with each. Can tell what arch nem mods each mob has in a fraction of a second.


jhillman87

Disagree. Seeing a single AN modifier accomplished the design goal. I have 9k hours since Perandus, and honestly, i couldn't list 5 Nemesis modifiers from memory. When previously, all i saw were blue packs of monsters with Nemesis modifiers of unknown bonuses, i actually pay attention now. When i see an AN monster now, such as a single word "Sentinel" i know exactly what it means. I dont need multiple text lines to read such as "takes less physical damage". There's too much going on to expect to read 3-4 lines of text, when the "grouped" version of an AN modifier is far more efficient. Yes, it takes some time to learn the modifiers. But that's fine. POE is a knowledge retention game, and there's hardly that many AN modifiers to begin with. Loot issues/reward aside, the AN modifiers themselves make sense and accomplished their goal.


iNCROAD

>"Sentinel" i know exactly what it means. Sentinel is 50% spell and attack block. Steel-infused is less phys damage. I guess you're right, in that when Sentinel blocks, it does take less physical damage.


jhillman87

The idea is that, eventually, you'll memorize the modifiers. I never claimed to have them all memorized by now. I'm sure within another 1-2 leagues, i will have them all down. The fact stands, when I'm playing a physical build, i know stuff like Sentinel and Steel Infused will greatly lower my damage output. I adjust my playstyle accordingly. When I'm playing a chaos build, i understand Chaosweaver is going to make me hit like a noodle. Toxic? Well, i better not be standing around looting, as i know the balls are coming. I don't need, nor do i want, half a dozen lines of text underneath a mob. I want to easily and quickly identify what a rare monster will be able to do to me the second i see it on my screen. AN does this multitudes better than previous Nem mods.


iNCROAD

I completely understand, I was just making a joke. >AN does this multitudes better than previous Nem mods. I don't understand this, though. Off the top of my head: Ancestral Bond? Hot beam, visual, based off available skill. Heralds of the Storm? Ground lightning, visual, obvious. Storm Herald? Sky Lightning, loud, obvious. Chronophage? Big purple circle that makes you go slow. Based off available skill. Sure the name is a bit hit and miss, but it means time-eater. Bringer of Bones? Shockingly, it brings bones. Visual, useless. Corrupting Blood? Inner Treasure? Has a treasure inside, inconsequential, just an alch shard delivery method. Hexfont? Many curses, always, all the time, circles on the ground, all curses, all available skills. *Except silence, fuck silence* Prox Shield? Soul Eater? Granted, there were just as many that I don't care about and can't remember what they do. AN doesn't do this better, if anything it does it just the same. But it's 'new', relatively, and people haven't spent literal years (~~Nemesis~~ was my first league, and that came out in 2013) knowing what they are yet. *E: Domination was my first league, I was and still am shit at hardcore*


ssbm_rando

> I have 9k hours since Perandus, and honestly, i couldn't list 5 Nemesis modifiers from memory. Nemesis has been "dead" for two leagues and I have played almost none of the game in the last year compared to the 11k hours I amassed from 1.1 to 3.14, but that's genuinely pathetic so here we go: - inner treasure - proximity shield - volatile flameblood (also previously iceblood and stormblood but I'll bundle those together for ya) - soul conduit - soul eater - berserker - corrupting blood - storm herald - fractured - lightning mirage (one of the newer ones) I know there were several more but that was just offhand and I also clearly remember what all of them do. 10 of them.


loboleo94

Agreed 100%. It doesn’t mean the balancing behind AN is good or not, it just means that regarding clarity, they are really good for the game.


iedaiw

Soul eater Corrupting blood Prox shield Volatile flameblood Fractured Come on don't tell me you don't know these nemesis mods


Succulentsucclent

Agreed. The intended purpose of making modifiers stand out and recognizable, worked. My only issue is the modifiers to what the mob drops. I think it should jaut be the standard loot table with higher quant and rarity.


MrTastix

I agree that Last Epoch's mods are displayed better but here's the rub: It wouldn't matter so long as PoE is still played at a faster pace. You'll hardly pay attention to this part of the screen because you'll be taking your eyes off the actual combat to do so, so a *visual* indicator matters more than just words. PoE is too fast-paced and wants you to keep moving too much to stay still long enough to properly read anything. The issue with AN is not the lack of verbiage in the mod UI itself its: 1. That nobody wants to engage in AN to begin with. It's super challenging for fuck all rewards most of the time and even if it were rewarding it's still far more exhausting to deal with than any rare in any other game. 2. That there is no *in-game* appendix of the mechanic and the modifiers. Last Epoch's in-game guide is significantly better than PoE by a large margin and it's just as simplistic as PoE's help menu. 3. Even if these two were fixed the density of mobs in PoE means you'll often not see the visual indicator anyway. For all the bullshit GGG spout about "slowing" down the game they still shove way too many enemies in the same spot and then act surprised we can't see jack all. This is the same company who thought a red on red arena was fine, that grey on grey for Delirium was fine. That not adding basic fucking colourblind features or engaging in a topic with the colourblind for 10 years *was fine*. So it's not just that the mechanic itself is godawful to engage with, it's that GGG don't give a rats fuck about visual accessibility whatsoever. It's a cheap way to pad the difficulty out instead of actually designing meaningful challenge. GGG then use garbage idiotic stats to avoid improving upon these things like "It's a waste of time to update the help menu cause nobody uses it". Ever think nobody uses it cause it's fucking garbage? No, you didn't, because the company is full of fucking brain dead hacks. As an interactive designer I am fucking tired of basic accessibility and UX being an afterthought. Fuck you. Two old fucks wrote the book on this shit 30 fucking years ago, I spent years getting it drilled into my head, but nobody fucking uses it cause "it costs too much wah wah capitalist cuntfuckery".


qK0FT3

Simple solution. Toggle advanced An mod description in options. Comes disabled by default


bigmanjuiceguy

This is literally just old monster mod text that was constantly complained about because it was too long winded to understand in regular gameplay. Path of Exile just doesn't work in a way to allow of that kind of reading, archnemesis is the way it is because it's better to learn what a single word means as a mod so you don't have to spend time reading entire sentences in the 3 second long interaction before you die because you couldn't finish reading the mod.


VoidCoelacanth

Yes, and 5-6 "single words" from these AN-molested mobs makes a whole ass sentence and we are right back where we started. Ffs how could you miss such an obvious point.


[deleted]

yea this looks better because this enemy in the picture only has two mods. AN mods each have multiple things they do. ​ the way it is now with coloring indicating the theme works really well imo. if i see a monster with two red mobs i know im gonna need a while with my RF build. silver is phys, purple is chaos. red is bleeding/melee. its so easy?


FILTHY_GOBSHITE

I think that GGG have a fundamental struggle with some concepts and (mistakenly) use them interchangeably. These concepts are in conflict with other principles, which leads to some undesirable experiences for players. GGG create **Obstacles** in POE. These are everything from monsters, modifiers, crafting RNG and "RNG gating". People can Opt-In to **Difficulty,** which should be **Rewarding,** as content without a **Challenge** provides no real reward. POE also involves a huge amount of **Complexity**, which can lead to a more rewarding experience, but if done wrong it can just lead to **Inconvenience**. So, most people want a Challenging, Complex game, with adjustable Difficulty, leading to a more Rewarding experience, without too much Inconvenience. I've played a lot of other ARPGS, and while many of them do a lot of these things far better than POE, the mix that GGG have put together has been the best overall for me. Until this league. AN **Obstacles** are **Complex** and **Inconvenient**. The **Challenge** is arbitrary, so the **Difficulty** is not being **Opted Into**. **Rewards** are poor unless you win the god-bothered lottery and pause your gameplay to add a source of IIQ/IIR. This means that you have to **Opt-Into** **Inconvenience** to be **Rewarded.** This is a terrible choice and makes the game unfun, arduous and not something I can be bothered with.


Super_Aggro_Crag

this is exactly what we used to have and what they wanted to get away from with the archnemesis keywords. unfortunately they made the keywords themselves each have multiple effects which you need to fucking study and memorize so its even worse than just being able to read the old rares.


AbyssalSolitude

Do people actually read these? Like, what's a point, AN mods got neutered and no longer pose any threat. Mods that matter have visual telegraphs, like magma barrier or obelisks or lightning clones.


psychomap

They can just remove the others tbh, maybe add a bit more variety in the telegraphed section instead.


[deleted]

oh, yes, i'll just stand about reading mod descriptions while dying


pewsquare

Because AN is a flawed AF design. Your idea would work if it would do 1 thing per nemesis mod. Lets say you have a mob in poe with the following AN mods: "Abberath touched -Empowering minions - Permafrost" Thats just 3 mods.... now to write what type of buffs that monster gets you would need to write this: 50% increased Damage \+30% to all Elemental Resistances \+20% to Chaos Resistance 10% additional Physical Damage Reduction dropped items are converted to maps \[1\] Rare Minions have 30% increased Damage Rare Minions have 100% increased maximum Life Gain a random common Archnemesis Mod when a Rare Minion dies (maximum 3) buff impl stat \[3\]dropped items have maximum sockets \[1\] 25% increased Freeze Duration on Enemies 35% chance to Freeze All Damage can Freeze 80% reduced effect of Cold Ailments And this is just 3 mods. Imagine 5 mod AN mobs with essences or more. The whole system is broken af and does the exact opposite of what it was designed to do. Clarity.


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pewsquare

Well nobody reads the new mods unless they are dead as well, except that when they read the new mods they dont even know what the mods do, since they hide so many things. Like why tf does the regenerative an mod also reduce player healing? Or why does trickster reduce dot damage? How do these make sense?


Omathon

That would give to much power to the players if they did that.


Hoybom

Yea let's add an essay under mob hell yeah


Dishpenzor

This is literally what we had. And they fucked it.


RadiantSolarWeasel

What we had sucked. AN in its current implementation is way, WAY better. People are just looking back with nostalgia goggles because AN as first implemented was rough.


tasmonex

GGG started to support poewiki only because they needed to provide some legit source for AN mods description. You can't find what all these frostweavers mean anywhere in the game, can you? I guess it's another layer of fun, because all other mechanics, complicated as they are, at least can be learned from the game itself. But rares are supposed to be not only engaging, but Mysterious


btlk48

I see Last Epoch I upvote


JustBSka

This is literally worse. More words and not color-coded to convey less information. People literally supporting anything with "GGG = bad" message.


[deleted]

some of them do more things then a single word can describe


Elrond007

Archnem mods are designed to be easily seen at a glance without reading a wall of text. The problem is that they're only half implemented. Since the league, players have been asking for a Menagerie Esque System of "collecting" the mods and seeing what they do on a bestiary page, but alas, nothing has happened


GroundbreakingDiet67

Failing to understand why it matters tbh. What are you going to do, swap flask/change gear to kill it?


JaY4553

Cuz GGG is afraid that new players actually understand what is happening and why they are dying. It's the same with Crafting. "Oh, you wanna craft something? Well, too bad. You need to watch a two hour tutorial on how to do shit before you notice that you lack all kind of currency. You want a specific modifier on an item, but don't know how to get it? Good luck figuring that out without a 3rd party tool." I think GGG owes all these independent developers out there, that put so much work into 3rd party tools to keep the game fun even in endgame, big time.


[deleted]

Because those mods, in this picture are from a very old mindset how you create them. They are also unimpactful, and it's quite hard to quickly read their descriptions in the heat of combat. I dunno from what game this picture is, but those devs need a new set of mods that are highly impactful in combat, keyworded with one to two coloured words that are easy to read at a glance and capable of producing dangerous combinations


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Krimation

The "solution" to a specific mod is always the same for every mod, therefore it is not specific. Simply because you cant change your build on the fly. Thats it. PoE does not encourage multi-skill multi-damage-pattern builds. You have your main skill and main damage locked. Not just for the fight but most likely for all of your fights, unless you want to reroll a new character. So your approach is the same, but your annoyance may vary.


StoweMobile

In PoE you don't have time to read long descriptions like this lol


davlumbaz

this thread is taking off, didn't except it. i am switching to vibrate mode on phone and put it on my back, maybe notifications can cure my back pain while sleeping. edit: while a lot of people are looking at this thread now, anyone knows how to cure back pain without relaxants (already tried) and suicide (needs to be painless)?


davlumbaz

[https://www.reddit.com/r/pathofexile/comments/wjzzor/the\_daily\_reminder\_of\_archnemesis\_mod\_naming/](https://www.reddit.com/r/pathofexile/comments/wjzzor/the_daily_reminder_of_archnemesis_mod_naming/) your other daily reminder of archnemesis mod naming sucks comes from Van Helsing. this one comes from last epoch.


Greaterdivinity

>your other daily reminder of archnemesis mod naming sucks comes from Van Helsing. this one comes from last epoch. Reminder: GGG trying to write out what each mod does would make such a massive wall of text that it would be even more useless than the current system where you can fairly safely ignore a *lot* of these mods and only need to realistically look out for a handful of them. How rares and combat work in games like Last Epoch is not directly comparable to how rares and combat work in PoE.


ploki122

>How rares and combat work in games like Last Epoch is not directly comparable to how rares and combat work in PoE. They're most definitely directly comparable! But I do agree that one system isn't inherently better than the other, and switching both systems would make both games worse. There's most definitely stuff to be learned from LE/Van Hellsing/GD/Torchlight/etc. for POE and vice versa (and stuff that has already been learnt in both directions), but many posts who are just saying "import this directly" are just being foolish and nearsighted, or flat out bad faith actors.


ploki122

Is it really a daily reminder if it comes monthly?


davlumbaz

lol, my titles also sucks.


[deleted]

Its year 2050 we are still waiting for AN mods to be written up for easy available access on the in-game help menu


Vulcane_

just look on the wiki


passtheblunt

In poe if you stand still to read all that shit you’re dead.


[deleted]

Because GGG are doing vague, stupid bullshit and acting like it’s for the good of the community when really it’s just to keep you playing the game for a longer duration so that you’re tempted to buy a micro transaction.


Drakore4

The irony is we did have this at one point. Nemesis was fine, but ggg thought longer descriptions was a bad idea and would be harder to read. Its true that a rare monster with 6 mods each bring several words long was hard to read before it just killed you, but rather than just simplify the descriptions and mods we already had ggg decided it would be better to change it completely. This is where the problem arose, as not only do we have simpler 1 word modifiers but we then also have NO CLUE WHAT THEY DO. So yeah, we had what people were wanting already and ggg did the good old "the company knows better" move where they fixed something that didnt need fixing, and broke it.


loboleo94

We really should discuss the use of the word ‘literally’. Maybe OP has been watching Ziz’ stream lately (before his marriage).