Server Maintenance (Round 2)

Please take a look at the message and pay attention to my account situation; the card image cannot be accessed and has not yet been fixed.
https://imgur.com/a/efUU6Mv

This bug is still not fixed. I can't exit the boss arena after defeating him.
Last edited by RakulVonKraggelon#4005 on Apr 12, 2025, 8:31:49 AM
The entire combat system requires a comprehensive overhaul, or we might as well meet again in POE 3.0. Never in my gaming experience have I encountered such torturous trash mob design. Even if you're aiming for Souls-like mechanics, FromSoftware never forces players to engage with a dozen hyper-aggressive enemies simultaneously - let alone mobs capable of instantly deleting a fully-geared Juggernaut with capped resistances, 3k HP pool, and 65% block chance. This absurd scaling becomes particularly egregious in T15 maps, not to mention endgame content like Delirium 15 layers. I shudder to imagine the survival prospects of less defensive ascendancies.

While I appreciate the attempt to create combat "interaction" through prolonged boss engagements, this philosophy becomes counterproductive when applied to regular mobs. No successful ARPG on the market maintains this level of white mob lethality. I strongly urge the development team to:

Rebalance monster density and aggression patterns

Adjust damage scaling in red maps and endgame content

Implement proper defensive layer checks instead of spike damage mechanics

Conduct comprehensive playtesting across all ascendancy classes

The current state of combat pacing fundamentally contradicts POE's core identity as a fluid action RPG. Immediate adjustments are crucial before more players lose faith in the endgame ecosystem.
Siege Cascade This skill is very weak when hitting bosses and can only hit one shot which makes this skill very weak

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