Two inconsistencies - "slow" combat v. short timer for action

The massive nerfs to player damage seriously clash against the leftover idea that certain content must be finished within a predetermined amount of time to avoid failure.

The first example is the breachstones: even with level 30 Essence Drain, I am not killing the enemies fast enough to reach the boss, a leftover mechanic from PoE1 screen clearing norms.

The second example is the boss in the Foundry map, where the lava limits how much time you have. Today I failed a nexus because with extra health and other affixes, he had 25% life left before the lava forced me to bail.

And before somebody says "learn to play," a lavel 30 gem on the main skill should not be facing such a difficulty if the game is to allow for more than a handful of builds.

Either un-nerf the damage, or dispose off the old "rage timer" mechanics that clash with a "slow, methodical" play.
Last edited by xxn1927#3319 on Jun 21, 2025, 6:57:26 PM
Last bumped on Jun 21, 2025, 4:35:13 PM
Chaos DoT builds have very serious issues in the current state of the game. Oh! Where do I start!? It is like playing 20% of the builds, if even that much...

There are no:

- curses can't be combined to single supersigil (bane) (ok, with blasphemy as auras, maybe)
- iolite ring
- apply curse on hit (with increased effect) affix on rings
- chaos catalyst too rare
- blight
- phase run
- withering step
- void sphere
- void manipulation
- infused channeling
- decay support
- punishment support
- malevolence
- no damage on gloves (original deli essence)
- transfiguration (of mind)
- awakened gems
...

Should I even go on or that is more than enough?

HC SSF. What else? Ruthless when?

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