Feedback: Proximal Tangibility Mod Design

Hello GGG team and fellow exiles,

I’d like to share some feedback regarding the Proximal Tangibility mod, which currently feels frustrating and somewhat unbalanced in its implementation. While the concept behind the mod is interesting and could encourage more dynamic combat positioning, its current behavior often results in unfair situations and unclear gameplay interactions.

Current Issues

The intention of this mod appears to be that the monster becomes intangible to all interactions occurring outside a visible radius — meaning it should neither deal nor receive damage from sources beyond that distance. Alternatively, “intangible” could be defined as taking and dealing x% reduced damage from sources outside the defined radius.

If the player character is outside the radius but other sources of damage (such as totems, summons, companions, or ground effects) are within it, those sources should still be able to affect the monster. For instance, if the monster is standing directly on a damaging or cursed ground effect, it should logically be close enough to be affected, even if the player character remains farther away.

The visual effect of Proximal Tangibility is currently very similar to that of another mod, Shroud Walker. This makes it difficult to immediately identify which mod the monster possesses without reading the description. A clearer visual distinction between the two would greatly improve gameplay readability and reduce confusion during combat.

In Path of Exile 2, rare monsters can quickly become extremely dangerous if they are not immediately controlled through debuffs or crowd control. Some can achieve very high movement speed, deal large bursts of damage, or attack from beyond the player’s visibility range. When such monsters are also completely immune to all forms of damage due to Proximal Tangibility, it can create unavoidable deaths and situations where the player has no meaningful counterplay.

Suggested Improvement

A potential improvement would be to make Proximal Tangibility also reduce the monster’s attack and cast maximum range to match its vulnerability radius.
This would preserve the intended close-range combat interaction while preventing players from being instantly killed by off-screen or uncontrollable rare monster combinations.

As a side effect, this change would also slightly tone down Headhunter-style ranged interactions in a fair and balanced way.

Thank you for taking the time to read this feedback and for your continued work on improving Path of Exile 2. The game already feels incredibly promising, and I hope this suggestion helps make combat interactions with rare monsters feel more consistent and enjoyable for all playstyles.

Best regards,
Last bumped on Oct 4, 2025, 10:43:18 PM
proximal tang + mana drain + 20% movespeed. WTF GGG!!!!!
Last edited by NEXUS6MAA#5747 on Oct 4, 2025, 10:43:29 PM

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