You have to pay attention to the monster design.

I'm a Korean player, so I apologize for the translation.
Path of Exile is certainly fun, but it has a fatal weakness: after playing the game, none of the monsters are memorable. Take Diablo 2, for example. From Act 1, you can clearly remember the Fallen, the Corrupted Rogue, the Yeti, and countless others. On the other hand, Path of Exile? None of the monsters are memorable. This makes the game feel truly bland and lacking in character. You need to design your monsters to be more memorable and impactful.
Last bumped on Sep 25, 2025, 8:56:53 AM
Interesting point indeed. Adding more depth to monsters and story could be nice.. but i just hope it won't feel different game...so i'm not really sure about it because - when you're busy killing millions of monsters in maps, usualy you don't give a damn about them.

Maybe the bosses, yeah. That was i would agree 100%.
But not too much, it's a hack and slash straight forward game, not 'Lost Ark' when you fall asleep on never ending bullshit dialog.
This is what happens when every enemy dies in 1 hit.
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This is what happens when every enemy dies in 1 hit.


I would argue that it's actually because they keep throwing dozens and dozens of enemies at us which we are forced to clear instantly or die to attrition. So we stop caring what enemies are there, only whether there are enemies on screen.

What makes it worse is that often the deadliest things aren't the enemies themselves, but what they leave on the ground, or the homing projectiles they fire, or the tracking beams they channel.

So the game is designed (perhaps unintentionally) in such a way as to train players to stop looking at enemies, but rather look at the spell/skill effects that are on screen.

We are forced to be looking at the ground because those are the things that can instantly kill us. Not the enemies.
Last edited by kumogakure#7381 on Sep 24, 2025, 8:50:28 PM
"
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This is what happens when every enemy dies in 1 hit.


I would argue that it's actually because they keep throwing dozens and dozens of enemies at us which we are forced to clear instantly or die to attrition. So we stop caring what enemies are there, only whether there are enemies on screen.

What makes it worse is that often the deadliest things aren't the enemies themselves, but what they leave on the ground, or the homing projectiles they fire, or the tracking beams they channel.

So the game is designed (perhaps unintentionally) in such a way as to train players to stop looking at enemies, but rather look at the spell/skill effects that are on screen.

We are forced to be looking at the ground because those are the things that can instantly kill us. Not the enemies.


You're both right... which makes it twice as bad, sadly.

I would also like to add that monster skill design itself is also super simple most of the times on top of all that.
"Sigh"
Last edited by IonSugeRau1#1069 on Sep 25, 2025, 12:52:47 AM
i remember river hags and porcupine crabs because both of those things are the bane of my existence.
Excellent insight, didn't think much about it but indeed. Game has some of it's moments like Yeti or these black crawling mobs swarming you in act 3, but it's getting less memorable the more powerful you get, which is every single patch so far.
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Excellent insight, didn't think much about it but indeed. Game has some of it's moments like Yeti or these black crawling mobs swarming you in act 3, but it's getting less memorable the more powerful you get, which is every single patch so far.

sadly those were castrated and now they are equivalent of a rubber ducky.
Current monsters are designed really cool, theres many awesome monsters and they did great job animating them.

But current balance just does not let player really interact with them! Theres too much of too weak monsters.
Playing HC SSF i noticed many things i didnt notice when i facerolled the game in softcore.

Heres some examples of cool monsters you probably didnt notice:
Flaming boars escaping from houses in act 1 burning village.
Kamikaze miners, who put minecarts on rails and ramming you with explosion in act2 mines.

Many mobs are strong and really distinct -
Witches in the first area casting delayed explosion
Witches in act 3 casting water bubbles.
Resurrecters in act 2.
Jungle monsters such as ants and those flowers who pop up from the earth.
Big fat guys who explosing after death.
Those ugly birds in act 2 with their spikes hitting you after death are animated awesome.
Huge raptors with goblin troopers in act4.

etc etc

The design is so awesome and thats my primary reason i want the slower game pace so i actually can interact with them, fosuc the most dangerous ones, dodge abilities!

How many players even notice different mobs in current game with explosing screens?
"
Nikuksis#6962 wrote:
Current monsters are designed really cool, theres many awesome monsters and they did great job animating them.

But current balance just does not let player really interact with them! Theres too much of too weak monsters.
Playing HC SSF i noticed many things i didnt notice when i facerolled the game in softcore.

Heres some examples of cool monsters you probably didnt notice:
Flaming boars escaping from houses in act 1 burning village.
Kamikaze miners, who put minecarts on rails and ramming you with explosion in act2 mines.

Many mobs are strong and really distinct -
Witches in the first area casting delayed explosion
Witches in act 3 casting water bubbles.
Resurrecters in act 2.
Jungle monsters such as ants and those flowers who pop up from the earth.
Big fat guys who explosing after death.
Those ugly birds in act 2 with their spikes hitting you after death are animated awesome.
Huge raptors with goblin troopers in act4.

etc etc

The design is so awesome and thats my primary reason i want the slower game pace so i actually can interact with them, fosuc the most dangerous ones, dodge abilities!

How many players even notice different mobs in current game with explosing screens?


that mob is such a nice touch, barely noticeable but was deigned with care.
one of my fav are sonic bats in act2, that make you deaf for a bit, really unique mob. very cool

i feel something happened during dev and most of these things wont matter in long term.

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