General Feedback

Vaal Guards are way too overtuned for being able to spam Oil and Exposure, and their projectile has basically zero telegraph.

Slows in general are way too strong. Chills for 30% in act 1, when you have literally no way to deal with it? Hinder Auras? Temp Bubble? You're sacrificing a lot of passives, or gear implicits, or charm slots just to -mitigate- them. Not -solve- them, -mitigate- them slightly. Early game ignites from enemies are also absolutely insane. Which leads to the next two points:

Rare enemy affixes being copy-pasted from PoE1, a game that's much faster, still feels bad to play against. Especially so because they aren't curated at all to the enemy types they can appear on; they're completely random. What I mean by that is you will have an enemy that inherently slows you (take Vaal Guards, as above, for instance), and then it will also have a hinder aura, or a chill on hit/chill on floor, or a temp bubble. These really need to be applied more intelligently so that you don't have an enemy that's reducing you down to 60% action speed while you're being swarmed by other threats. And then you add in map mods that stack with these. It's not fun, it's not challenging, it's just annoying. Other honorable mentions: mana donuts, lightning mirages spawn way too often, extra chaos damage/stun/spammy elemental explosions stacking.. Melee can't even play the game half the time because all of this overlaps to the point of having to stand off in the corner doing nothing waiting for things to be clear enough to fight.

Charms are still in a terrible spot, and don't provide their intended purpose. The duration is way too low to be scaled without major investment on both gear and tree, along with far too many uses preventing the same. You have people fighting the Cuachic bosses and they have to stack multiple Bleed charms just so they aren't spamming flasks the entire fight. This issue is compounded in maps. Furthermore, some charms are still not proactive to the hit that triggers them, such as the stun charm (possible bug?). You get stunned, THEN it triggers, then any stun in the next 2 seconds (again, the duration is pitiful) is disregarded. But you were already stunned, lost your attack to it being interrupted, and could die before you can recover, so what's the point? You made the elemental charms proactive, why is anti-stun not?

Invuln phases on bosses are too spammy (desert interlude boss, shark in act 4, 3rd sekhema boss, for example), or the dialogue forces you to watch it multiple times if you die (tavakai alone has like 40s of unskippable dialogue, along with fully healing, or Yama in ToTA zone). Couple that with multiple seconds of damage reduction on bosses at the start, this is just annoying. It's better to run around in circles and not waste cooldowns and resources than it is to attack the boss. Playing Wolf for instance, you're just wasting mana trying to apply any freeze buildup through it, why is this in the game? CC on bosses feels terrible for this fact alone, but then if you DO procc a status like Stun or Freeze, they now have prevention for ALL of those status applications for X number of seconds, with no way to invest in reduction or to bypass it at all. Again, more downtime in fights where you stand around like an idiot waiting to be allowed to attack your enemy. Feels bad. Why invest into these things when I could invest in raw damage and end the fights twice as fast? Freeze and stun theoretically are "safer", but you know what's safer than a frozen enemy? A dead one.

I love this game, I want to enjoy it. But PoE1 design bleeding over, lack of proper defensive options against the myriad ways enemies have to hinder you and take control of you from your character, and bosses having all this extra mitigation that directly prevent you from playing your build to full effectiveness is making the game more tedious than fun.
Last edited by v4lor#7448 on Dec 18, 2025, 12:44:51 AM
Last bumped on Dec 18, 2025, 12:42:05 AM

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