Hive Fortress needs some tweaks

Just make the NPC not the failpoint if you're going to make enemies run at mach 5 speed... Like blight having a fail point that just takes a few hits is fine because monsters are slowed down by towers constantly. If you are going to give us swarms of speedsters to kill make us the failpoint like other mechanics and only dying or leaving fails the encounter.
For the record - once you get chaos res the explosions during the escape part deal next to no damage. So, the only reason escaping folks are having issues is because they have -60 chaos res and a mix of life/ES
+1 to this.

I really enjoy the league so far, but the hive fortresses seem very poorly balanced. Way to many mobs that just run in a straight line to the NPC, ignoring the player, or some ranged mob just hitting the NPC from some side, hidden on the (mini) map.

This would be a lot more fun if the NPC had more health, all mobs heavily focus swarming the player or there is a number of heals and shields guaranteed.
I came back for Settlers because Melee was getting fixed. They were right, it was great and I had a wonderful time. I try and come back for this league and melee is already bricked again.
My maps are currently ONLY spawning Hive fortresses, like it's trying to force be to beat one to move on, but my Boneshatter Jugg just can't. Fortress is so much different than the other camps it's insane, like playing a different league.
I had so much hope for this league, but GGG may be truly lost in their own sauce at this point. (Please prove me wrong GGG and address this)
No visible signs of GGG acknowledgement on this yet... Just make Ailith Tankier for god's sake, i'm skipping all Hives and wasting a lot of good league resources due to this atrocious design.
They make Ailith like blight pump, but she can be damaged from range unlike blight pump and that's why its so bad. Sad how they ignoring this. Thinking to quit league already.
I cannot be caged.
I cannot be controlled.
Understand this as you die, ever pathetic, ever fools!
Escaping still sucks.

Not only the path is barely visible (and I adjusted to it, kinda), but at higher levels the amount of monsters in the path is crazy. What’s the point if the waves were cleared?
Rare monsters with shitty mods and damaging wave is just killing the mood. If it was done properly, I could live with some fails without rewards.
Last edited by NebSehemvi#4967 on Nov 4, 2025, 5:57:45 PM
Lol. Read the mechanics. Watched youtube. Studied escape path before 24 wave ended.

First pulse - one shot. WTF? Map was blue T4 or T3, not T16 like most posts. Guessing this was at least 4k Chaos dmg? (60%+flask - ~1.9k hp)

UPD: I'm thinking, that until faceroll gear Hive Fortress is just "get in, get chest, get out" event
UPD2: was going to logout at 24/24 but rolled 2 shields around wave 20. So the strat was to hit wave 24 and IMMIDIATELLY hit shield and logout right after wave completed (just to test if it counts to not lose 10%ffffff, even the thought of exp loss is enraging in 2025). But that was very unexpected to me to receive around 100-200 dmg from pulse on yellow T6 map that time. So wut ze fu, GGG?
Last edited by Black_HobbiT#6878 on Nov 5, 2025, 12:07:32 PM
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Just make the NPC not the failpoint if you're going to make enemies run at mach 5 speed... Like blight having a fail point that just takes a few hits is fine because monsters are slowed down by towers constantly. If you are going to give us swarms of speedsters to kill make us the failpoint like other mechanics and only dying or leaving fails the encounter.


+1

Either that or make the breach monsters more fragile so you can kill them as quickly as they move.
PoE players: Our game has a wide diversity of builds.

Also PoE players: The [league mechanic] doesn't need to be nerfed, you just need to play a [current meta] build!

And the winds will cry / and many men will die / and all the waves will bow down / to the Loreley

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