Why in the HELL is the Siphon Mana ring on monsters in this game?!
Yeah, this, and many other ground modifiers, suck right now.
We move at the speed of a snail, and every single enemy in the game outpaces you. Most move AT LEAST 1.5x faster than you at their base speed. The only enemy in the game truly slower than the player are zombies. And then, you have those extremely fast mobs with, Mana Siphon, Ailment Ground, Temporal Bubble (if you get this in Act 1 on a shielding enemy, just reroll the map), "Creates Zone of Element that Explodes" or whatever the name is, Corpse Explosions. EVERYTHING design for you to stay away. But our base movement speed is garbage, it's hard AS SHIT to get MS on boots (and the highest I've seen is 15% extra, which makes about 0 difference), you get even slower if you play as intended (move + action), and every monster is faster than you. Even if you roll away, you'll just get re-ganked, because the roll is also incredibly slow (the end lag is probably 0.05 your animation speed, it's horrendous) and the enemies will just move to where you ended up before you can do anything. Some part of the design philosophy failed, I just can't say which one. I get where they were going, but some of it has to change. |
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Siphon mana is fine modifier but not when the monster is way faster than you.
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" I think you're missing the problem here. Immunities in D2 were fine, you can also just use another elemental. My Frost/Lightning Sorc always took a point or two in Fire Hydra to account for this. Was it fun? Maybe not, but there was a solution, and there was never an elite with 0 counterplay available in any class. As a Sorceress in this, against Mana Siphon, you could always switch to...Hitting it with your stick? There is no effective counterplay for a dedicated caster that cannot stay in Melee range against an Elite for that length of time. It needs better tuning to account for that. I wouldn't say removing, but maybe a change in run speed for those particular mobs, or tuning down the rate of siphon. There's making it easy, and there's making it possible. | |
Every staff or wand comes with a free spell you can always use, plus I am still 99% sure mana siphon is a donut and not a circle. You only die if you try to run.
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This is the most concerous mod on mobs. Not sure why this mod still exists when they've removed most of the players mobility and constrained player ability to get mana outside of flasks, which are also extremely limited.
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amen delete this crap
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They just copy-pasted all archnemesis mods from PoE 1 into PoE 2 with 0 thought,consideration or player testing at all.
You cannot tell me otherwise, example 1: mana siphoner melee mob with hasted jumping on your head and not letting you escape. You just die because you rolled a bad rng seed in that zone, then the whole zone resets. Amazing gameplay. |
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" Exactly. It's impossible as a mage |
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" sure, adapt. You are such an expert - yet you dont have the slightest idea what you are talking about. In d2 i dont need to kill every single rare to finish the map - did you knew that? Did you knew that due to the collision mechanic they added in poe2 you can't stay in the inner circle when it's generated on certain kind of mobs. Yey here you are, opening your big ignorant mouth and telling everybody how their gold standart should be a game that came 20 years ago. |
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Yeah I don't think you can run MOM in late maps, it's an awful game mechanic. Makes no sense as a concept, it either completely shuts you down, or you don't use mana and are completely unaffected by it. Flask charge siphoner is also garbage and antithetical to the game's design.
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