You and your minions deal no damage 10 out of every 10 seconds
" I sure hope you misquoted the wrong person.....because the one you quoted is quite well known for posting extremely helpful and great posts about the game, while the other has only EVER posted non-feedback rage/hate posts about almost every mechanic besides being a glass cannon. As for this whole "risk scarab" discussion: I wholeheartedly agree that there IS counterplay to this particular mod, and I also agree that if you are using risk scarabs and end up with it.....that is YOUR fault for choosing the risk. You deserve the actual increase in difficulty. The counterplay to this mod is to be tanky outside of leech. That's it. And that's actually quite an important defense to have in general, this mod just happens to highlight it. BUT (and yes I know I'm heavily contradicting what I wrote) This mod doesn't exist to do what I wrote above. It's sole purpose is designed to slow you down, with (essentially) no way to fight back. There should be no mod in existence that doesn't have a DIRECT 100% counter. Reflect has "cannot take reflected damage". Curses have "100% reduced effect of curses". Petrify has "Cannot be slowed below base speed" and other mods. Damage mods all have multiple layers of defense to nullify it to negligible amounts. Etc. Basically....every mod has a near-perfect counter it EXCEPT for this ONE mod in the mod pool. That is wrong. We musn't confuse "punishing/hard" with "indefensible": there are plenty of t17 mods that are WAY harder to deal with than simply not dealing damage. Especially for specific builds. BUT the lack of any meaningful counter or control for EVERYONE is just an indicator of bad design. Starting anew....with PoE 2 Last edited by cowmoo275#3095 on Aug 2, 2025, 5:26:21 PM
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