The artificial difficulty is annoying.

What an ignorant take to believe monsters are generated based on your weakness and that wearing white gear makes monsters weaker. From what I can see you're just mad and you're blaming everything but yourself.
Tech guy
We'll never know what goes into the code unless you can see it from GGG or can confirm.

I'm not saying this could or couldn't happen but playing as my warrior I commonly see rare mob with bubble, fire explosion, evasive, and volatile plants.
For my pathfinder I'm commonly seeing proximity, regen, haste, and mana drain. It could be me just juicing my maps and also the atlas with the mobs getting +2 modifiers on them.

Sometimes it's hard to see what the enemies have and I more than anything could one shot a T15 but have to be real careful when volatile plants just due to how quick these things spawn.

I would feel bad for those hard with color or sight for this kind of game due to all the things happening with the clutter. I think the next patch probably will take care of some of that stuff to make it easier to tell the effects.
One of my favorite weapons to use in POE 1 was claws. I liked to play with pure melee skills and play like wolverine! (RIP marvel heroes online - greatest arpg game ever)

What I noticed while playing is that as I started putting on magic and rare gear, the mobs would start to have better attacks and defenses. It made playing pure melee claw really difficult.

So I did an experiment. I restarted the wolverine claw build and restricted myself to only white gear. Turned out I could go further into the game with my claw builds. (I would do this often with pure melee builds so it wasn't just that instance)

Now, there is a point where you must start wearing magic and rare because that's just the game. With pure melee, there comes a point where you just have to do ranged aoe damage. That is why thy can never fix melee; its a meme at this point.

So with out a doubt, I know the game spawns mobs based on your gear/tree soft spots. Its ok. It is what it is. I'd just like less of it while leveling and prefer it being done at later levels.
Mobs changing damage types based on you, is not a thing.

You go from an area that does mostly chaos damage, to an area that does mostly fire damage.

That is just what happens in act 3. Multiple times.

If you can't get through the campaign with ANY build, then the build sucks. It is not a reflection on you. The game is complicated, and it is trying to kill you.
The mobs that spawn in acts are always the same in the same area, no matter how and with what build you're playing. Same for bosses.
Also, resistances aren't that important at that point, so if you die that really is a skill and - to some extent - a gear issue.
I won't say that they aren't helping, e. g. it's a good idea to concentrate on getting cold resistance for the fight against Geonor, but against mobs they're mostly irrelevant at that point.
i side with OP on this because it sure exists, very hard to prove because we need a big sample from many players
i dont think it is monster based
but other things like some rare mods on monsters or things like these



i just remade my titan to test for the next patch and voila: my very first map after weeks running this character and i get this, what are the chances?

edit: the forum limits the image size, zoom your browser a little

Last edited by Dragoon_Diver#5241 on Jan 13, 2025, 10:15:54 AM
Dude, we're talking about someone with a level 12 character. This is all about acts, not maps.

Of course, in maps there is much more variation and maps with the same name can have vastly different mobs on them, even without additional mobs, but in acts you always get the same. There's only a difference between normal and cruel difficulty but even then it's relatively similar.
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i side with OP on this because it sure exists, very hard to prove because we need a big sample from many players
i dont think it is monster based
but other things like some rare mods on monsters or things like these




So why would GGG lie about this? Why would the make such an elobarate system in the first place?


I've had suspicions about this for a while. Archnemesis seems to intentionally spawn rares with mods that resist your build's damage type. The game 100% has hidden systems like that which rig all the odds against you, and it exists solely to maximize playtime and engagement metrics.

The kind of stuff MMOs do by timegating content for example, so they squeeze as much playtime as possible out of the players. It's just sad.
"
(RIP marvel heroes online - greatest arpg game ever)



The people who revived Star Wars Galaxies are doing private servers for Marvel Heroes. Currently on version 0.4.0 – playable but still missing quite a bit of functionality.

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