PoE 1 PC servers are restarting in:
.
They should be back up in approximately .
PoE 1 Xbox servers are restarting in:
.
They should be back up in approximately .
PoE 1 Sony servers are restarting in:
.
They should be back up in approximately .

certain mechanics aren't scaling well with player power progression

Hello.
There are certain mechanics that aren't scaling well when the player becomes strong during endgame (especially once they start clearing juiced T15 maps).

1) Rogue exiles die too quickly. Their hp pools need to be significantly larger (like 10x larger) to be able to survive the high player damage. They don't even feel more threatening than rare monsters. There is no feeling of fighting them being similiar to a PvP fight as it was advertised. They need more damage as well and more varied move sets.

2) The purple azmerian whisps can be ignored if the player has a high enough dodge value (at least I assume thats the cause of the issue). I can stand simply in the animal stampede without taking significant damage. I think that shouldn't be the case and the charging animals should always deal significant damage if they hit me.

3) There seems to be a general issue with high monster density both on certain maps and during map mechanics like breach or ritual. The combat experience becomes boring, because its essentially a stat check if my dps and defensive values are high enough instead of me reacting intentionally to what is happening on the screen - it heavily incentives spamming large AoE clear skills and using skills like Fangs of Frost that feel good versus small groups, don't feel as impactful anymore. Once my character became strong enough, the large hordes of monsters started feeling harmless - there was no threat anymore except for certain mechanics like volatile plants or meteors falling from the sky. Usually those aren't that dangerous as well, except for the case when they oneshot me. This resulting gameplay of repeatedly using the same high damage AoE skills while occasionally being threatened by mechanics with oneshot potential doesn't feel engaging. The game would be much more fun if there were fewer monsters with higher hp that do interesting things I need to respond to in distinct ways as a player.
Last bumped on May 15, 2025, 8:00:15 PM

Report Forum Post

Report Account:

Report Type

Additional Info