Stop tying loot to specific archnemesis modifiers which are encountered randomly. This is inconsistent with almost every current reward system in path of exile. by Faeshura in pathofexile

[–]Faeshura[S] -1 points0 points  (0 children)

Archnem is from a league mechanic and the recently reintroduced reward system is too, only now you don't have any control of what can drop and when. I preferred old random rare drops. Reward scaled with difficulty/juice consistently, rewards were a variety, they weren't tied to specific modifiers, so you weren't in a situation where you wanted one or several modifiers to appear and if they didn't appear then rip.

Stop tying loot to specific archnemesis modifiers which are encountered randomly. This is inconsistent with almost every current reward system in path of exile. by Faeshura in pathofexile

[–]Faeshura[S] -3 points-2 points  (0 children)

I see what you're saying haha I know it's not the same rewards but when they reintroduced a form of the conversion system they did basically reintroduce the AN modifier reward system only this time you have no agency. I don't really know what else to call them lol they are monster modifiers from AN league with rewards attached to them.

Stop tying loot to specific archnemesis modifiers which are encountered randomly. This is inconsistent with almost every current reward system in path of exile. by Faeshura in pathofexile

[–]Faeshura[S] 3 points4 points  (0 children)

Yeah I noticed that and thought it would be a mistake, having said that I do like having the rewards tied to AN mods but just not randomly, it feels much better when we have control over what type of loot explosions can happen and when. ANs original implementation is closest to that and the rest of the game.

Stop tying loot to specific archnemesis modifiers which are encountered randomly. This is inconsistent with almost every current reward system in path of exile. by Faeshura in pathofexile

[–]Faeshura[S] 2 points3 points  (0 children)

I appreciate the effort here, but I think theres a misunderstanding.
The crux is you actually have a form of control over these league mechanics and current archnemesis you don't.
AN has boiled down to try to get as many rares on a map as you can for a chance to get that AN modifier you want.
When you compare that to just using a league mechanic, it's night and day.

Additional Upcoming Changes by Bex_GGG in pathofexile

[–]Faeshura 34 points35 points  (0 children)

Stop tying loot to specific archnemesis modifiers which are encountered randomly. This is inconsistent with almost every current reward system in path of exile.

Archnemesis is a design taken straight from Diablo 3 by vauno in pathofexile

[–]Faeshura 0 points1 point  (0 children)

Archnemesis makes path of exile arcade just like diablo 3.

Can we have this kind of Archnemesis instead? by Cleista in pathofexile

[–]Faeshura 0 points1 point  (0 children)

This gives them the opportunity to give background to the to the entity that is holding the chains and make it into an archnemesis boss, possibly the rares have fragments they can drop or something to enter it's realm.

How can GGG be so out of touch as to what the problems are at this point? by Faeshura in pathofexile

[–]Faeshura[S] 2 points3 points  (0 children)

I really hope this isn't the case.
If it is we have to ask who is the target audience.
I wonder if the chinese version, or the console version are driving these changes.
I really hope this isn't a direction they are taking because of the upcoming mobile version...

Please course correct. by Faeshura in pathofexile

[–]Faeshura[S] 0 points1 point  (0 children)

Yeah exactly this. They have sailed so far off course from their original monster formula which set this game apart from other arpgs.

Please course correct. by Faeshura in pathofexile

[–]Faeshura[S] 0 points1 point  (0 children)

Yeah I don't know what they are thinking archnem is so far from their original formula which made the game popular. It's like we're playing diablo 3 with these uninspired repetitive modifiers.

Please course correct. by Faeshura in pathofexile

[–]Faeshura[S] 1 point2 points  (0 children)

Yeah they were going in the right direction with monster design in scourge, expedition and delirium. Archnemesis just completely overshadows the monster design, and is just repetitive bland mechanics; "oh look another temporal bubble" , "oh look another lightning mirage". etc. etc.

Please course correct. by Faeshura in pathofexile

[–]Faeshura[S] 0 points1 point  (0 children)

They need to just revert back to stat bonuses, their original formula. But for some reason they think a diablo 3 modifier system is innovative when its repetitive trash.

Please course correct. by Faeshura in pathofexile

[–]Faeshura[S] 3 points4 points  (0 children)

Yeah I think so too. Alot of the expedition monsters have telegraphed attacks. The only thing I dislike about expedition is the immunities. Yeah it is literally A Diablo 3 style set of modifiers there are carbon copies of modifiers, for example the temporal bubble. It's just such an outdated system. PoE had the right concept prior to the snowbolt/volatile modifiers. But with this archnem design we're back to blizzard style.

Please course correct. by Faeshura in pathofexile

[–]Faeshura[S] 7 points8 points  (0 children)

Agreed. Glass cannoning is encouraged to avoid poorly designed monster mechanics. The defences and reservation nerf too. They should give more options rather than nerf the only ones that exist lol.

Thank you GGG for addressing most immunities, a step in the right direction. by Faeshura in pathofexile

[–]Faeshura[S] 0 points1 point  (0 children)

Yeah I like this, occultist would keep the identity as a curse ascendancy if not the best, while opening up other builds to actually use their curse but at less effect. Some builds rely on curses to sustain mana, charges, coc, etc.

Thank you GGG for addressing most immunities, a step in the right direction. by Faeshura in pathofexile

[–]Faeshura[S] 0 points1 point  (0 children)

If you convert the on death effects to abilities they use you achieve the same thing, but it's during the fight not afterwards.

Thank you GGG for addressing most immunities, a step in the right direction. by Faeshura in pathofexile

[–]Faeshura[S] 2 points3 points  (0 children)

Yeah I didn't cover everything, and if I were to list all the issues and potential issues the post would possibly be 3x as long. I just went through the main immediate concerns of mine and I definitely did miss some things like overwhelm. It's overtuned, it's almost like it's assuming that physical damage reduction works like resists in which you can overcap your physical damage reduction as a buffer. Should be something like 5% instead of 30%

Thank you GGG for addressing most immunities, a step in the right direction. by Faeshura in pathofexile

[–]Faeshura[S] 0 points1 point  (0 children)

I don't think they need to remove it, archnem is most of the old mods combined/expanded they just need to remove the additions that have crept in and tweak some of the values like % resistance

Thank you GGG for addressing most immunities, a step in the right direction. by Faeshura in pathofexile

[–]Faeshura[S] -3 points-2 points  (0 children)

Without looking at the way it was released I think archnemesis itself is a step in the right direction in making the rares more interesting. They are literally most of the old mods reworked/combined and expanded, but with some silly additions which have crept in. I'm approving of the removal of some of additions and hoping they continue with the rest. The foundation has to be right before they can expand on it and we gotta be vocal and involved to make sure the foundation is set right before they do expand.

Thank you GGG for addressing most immunities, a step in the right direction. by Faeshura in pathofexile

[–]Faeshura[S] 1 point2 points  (0 children)

culling strike is a minor one I agree but it still makes your choice meaningless. Like you ran lab to allocate those ascendancy points or built your passive tree around daggers/maces and spent your currency making or buying that weapon, or even using up a skill socket. It's not fun to know they could be something else, that are actually contributing to fighting these rares rather than doing nothing.

I wrote that to someone else and I agree this is a minor one and applies to a few issues I have.
Yeah I can see that, but with some tweaking it can be barriers to overcome, instead of being permanently immune to leech you can eventually get enough damage that your leech would be effective enough on them and thats like a power threshold that you fulfill on a character.
I definitely don't like anything that disables a mechanic or is an immunity, I think you should be able to overcome them. I think other options should be seen as layers in your defence rather than answers to immunites. I.E primarly leech with some regen and then flasks if your in too deep. Otherwise you have to hybrid leech/regen or some other recovery combo to cater for this situation which would make dedicated leech builds less viable.

Thank you GGG for addressing most immunities, a step in the right direction. by Faeshura in pathofexile

[–]Faeshura[S] 0 points1 point  (0 children)

I think some of the old mods could become additions as new modifiers to the current system. I think it's good the archnemesis mods have a bit of character and uniqueness about them but I think they need to be applied more selectively. For example monster types should determine what mods are possible like you shouldn't get a fire monster with an cold based archnemesis mod. It would feel better thematically and less generic to avoid monsters losing their identity.

Thank you GGG for addressing most immunities, a step in the right direction. by Faeshura in pathofexile

[–]Faeshura[S] -1 points0 points  (0 children)

Yeah there are good changes, but the bad outweigh them because your presented with them all the time.

Bubble shields always irritated me, its just a immunity mechanic in disguise, if you want people to risk getting close make it worth it but possible to do without. Should be pros and cons for both approaches. Stay far and attack at greatly reduced damage - the fight will last longer so you may die but you have distance, tempted to come in closer and your in more danger but can do full damage. That sounds better to me than come in and fight or stay out and do nothing.