Abyssal Depths' Rare Monsters Design Issue
|
Does anyone know the name of those mobs that throw the ice-floor attack and the massive green cone? They somehow are able to target and beam me to death off-screen. Is this an intended mechanic? As GGG doesn't want to increase our camera distance, it seems a little cheaty LOL.
|
|
" i think those are two different things. the frost ground attack is like a shade looking guy and the green lasers are like knight looking guys. i forget what they're called. but it seems like there's maybe a mod that occasionally summons a knight looking guy to do a laser attack. |
|
|
Keep Abyss mobs dangerous. They should kill players. I do not see the point of making them just another vehicle for loot like normal rares. They are not that insane, my build is not good defensively. It's main weakness is degen and I have 3.2k max hit with just lich ascendancy DR only.
When I had 4k ES and shavs belt I was basically immortal to these mobs. They are really not bad, you just walk away and their cds are not "2 secs" they are like 10. I have a suspicion people just fight them with zdps so they cannot kill them in the windows provided and get stat checked trying to whale on them in degen or while they are immortal. The only real problem with them is the effects can be a bit flashy and messy when a lot of other stuff is going on too, especially the things that look like storms and meteors Again I die to stuff like deli scorch and just ignite more than the physical degen everyone complains about, I do not think it is that bad at all. Last edited by AverBeg7#1689 on Sep 28, 2025, 12:19:47 AM
|
|
|
Absolutely a garbage mod. Physical dot is nearly impossible. I feel like its 0.1 all over again where your only defensive option is stacking ES so you have enough of a "life" pool to survive. Armor doesn't work on damage over time, and while I have managed to stack 26% additional physical reduction, its not noticeable at all. So stacking armour with additional physical reduction, 58% block chance (1% away from capping without throwing in anvil), 100% armpour applies to chaos, 200+% applies to elemental, 25% of phys taken as fire and im still dying before I can walk out of the dot area. And then you add in the part where it ALSO prevents recovery. So my ~18% leech is useless, as are life flasks and life regen. As a melee build, its not possible to handle it from range. I even worked in a weapon swap bow, but then I can't use my shield and white monsters or ranged attacks just 1shot me with the lack of armour and block.
And the icing on the shit cake? I'm color blind and there is no color blind support. I literally can't see the dot/recovery negation effects till my hp starts dropping and smacking the flask button doesn't work. Pretty wild that I can go from facetanking 6 mod, irradiated and delirious maps but this 1 abyss mod shows up that shouldn't exist and i cant even handle an unjuiced map with 4 mods. Xesht? KotM? Cake. But vessel of kulemak? Literally can't play it. And you can't just avoid it either ... abyss shows up in EVERY map, and decent crafting that doesnt feel like a slot machine is gated behind it. And if you want it to be constructive instead of just criticism, MAKE A WAY TO ACTUALLY BUILD A LIFE POOL. Ive got flat life on most gear and like 15% increased life from smith of kitava armour and it still tough to keep my life pool over 2k without sacrificing a decent chunk of damage. If I could get half as much life as these energy shield builds without going zdps, it might even be viable. But make a decision and go with it. If you're going to continue to make stacking up life prohibitively difficult, you can't have monster damage that can't be mitigated. If you want to keep aoe dot/degen around monsters, then melee builds need to have some source of life or mitigation. F. |
|
|
I've been able to get my off meta melee build up to t15s/t16s, and the most reliable way for me to not get nuked by these guys is saving a few abilities i have and comboing them when the new wave is spawning (chayula with a mantra of destruction empowered bell and a combo charged lightning dash thing, forgot what it's called), but yea, as melee these dudes will straight nuke you, fortunately I have some decent aoe clear that stacks thanks to herald of ash and shattering palm, but if i miss my combo and can't just burn them with normal damage after i usually just try to run away haha
|
|
|
Shade Walker.
I am so, so curious to hear what the idea is behind Shade Walker. It blends into normal ground, gets covered by other effects, deals tremendous damage, prevents all recovery, and punishes melee much harder than ranged. It's so many longstanding PoE problems combined into one mod. Why? What's the goal? When I'm criticizing something I usually like to think of a way to improve it. I am struggling to do that here. Delete Shade Walker I think. It doesn't add anything positive to the game. |
|
|
Four months since this post was made and all these problems still exist.
My friend and I hadn't started new league characters since before the Abyss content was added and got started leveling up a few weeks ago. We were rolling along fine (with a couple of inexplicable one-shot kills out of nowhere, in true PoE2 fashion) until we started running into these Abyssal rares and had them completely delete our health faster than we could react every time we encountered them. At lower character levels it's a total one-shot kill with zero time to react. We had several "What in the hell is going on!?" moments with these. It doesn't help that the game doesn't tell you what killed you. It's pretty hard to figure out how to counter or avoid something if you don't know what it is. We had to figure this out by Googling. We decided to completely avoid Abyssal content while leveling after the first few attempts, because we were running into guaranteed deaths every time, even in Tier 1 maps, and it made no sense to keep trying and losing XP. I'm now a level 91 Titan Warrior with around 200 divs worth of gear, giant's blood + shield, max elemental resists and chaos resist, a lot of armour (25k), 88% of my armour counts towards elemental damage, 200% armour defense against crits, and 3000 health. Shade Walker (which as far as I can tell is invisible as I never see the effect on the ground) and whatever else these Rares are doing still absolutely deletes my health if I can't move out of the way in time (only have like a second to react). I can now usually make it out before I die, with a sliver of health left, if I'm lucky (if not being swarmed by enemies keeping me from moving) but sometimes it still gets me. These mechanics are obviously wayyyy overtuned and need adjustment. Right now certain Abyssal rares are many times more dangerous than any boss in the game, mostly because they will often teleport in from past the edge of the screen and basically one-shot with their invisible Shade Walker AoE stuff combined with other attacks before you have any time to react. Also, the Abyssal snake enemies who are immune during their first phase switch their targetting between players every 0.10 seconds when you're playing with two players, they bounce between you and don't exit their immune phase while swarming you, hitting you, and pushing you around into other enemies, which is another bug that needs to be fixed. Shade Walker AoE reminds me of the Mana Drain aura's effect on a mana defense Sorc in terms of the speed at which it empties the mana (almost instantly), but in this case with health and with no way to use potions or regen to counter it. Bottom line is that Abyssal content feels terrible right now, especially for melee chars (even when using ranged skills like Sunder), unless you have some absolutely godly ultra-endgame build. The fact that the Shade Walker AoE effect is effectively invisible is the biggest problem. They need to change it to be a very bright red, purple or some other highly visible color (not green) to make it extremely obvious that it's there and so that we can see where the edges of it are. Also consider making it reduce the rate at which health is recovered, instead of completely disabling it. I often wonder how stuff like this ever makes it through initial game testing. Who tested this stuff and thought "yeah, that seems right"? Last edited by rawdmon#8799 on Feb 2, 2026, 2:32:13 PM
|
|
|
I think the (in)visibility of Desecrated Ground is an issue. Hazardous ground in general isnt in a great spot. There currently isn't a safe way to discern whether groundeffects/delayed explosions are hostile or harmless.
Using a skill like Gathering Storm in a map w/Shocked Ground effectively upgrades the map affix to 'Players are shocked while in this map'. |
|
|
According to some players it's a skill issue, build issue, or a git gud issue.
Wonder if GGG plays this game? Weren't they suppose to include some clips or stream of their characters doing content? |
|





































