Rare monster modifiers feedback

With all this trend of ground loot suggestions I want to say what I think.

This thread is more about rare monsters than loot, but rare monsters drop loot too so is kind of related.

There is a problem about rare monsters that affect every player and I think it should be adressed in adecuate time and form. Sometimes you encounter a rare that just happens to have the worst combination of mods, for example a cuadruple tank modifiers rare monster that it's just not worth to pay attention, or a soul eater haste rare that hits you 100 times per second that you can't simply outrun because is 10 times faster than you. There are some outliers in rares that are just bad.

But i'm not complaining, there is any easy fix. Categorize modifiers between them with tags and limit the type of modifiers a rare can have at the same time. As an example, let's say a rare can have 6 modifiers (don't know and i'm not checking) what if a monster can have only one speed modifier, this prevents ungodly amount of speed in cases like soul eater + haste. Then it can have 2 or 3 modifiers with the dps tag or the tanky tag, this prevent the ultra tanky rares that take 10 minutes to kill and drop a scroll of wisdom. Other tags can be like a mechanic tag, for example visual mods like the lightning siphoning circle or molten shell or whatever is not just a stat boosting rare modifier.

While at it, having 4 categories of modifiers you can color code them to make them more noticeable and making every encounter more significant.

TLDR please prevent stacking same type modifiers on rares
Last bumped on Feb 24, 2026, 4:08:28 PM
Yeah limiting the types of mods that can be on a rare would be nice, because sometimes the game feels giga-rigged when you get "lightning resistant,crit resistant,spell resistant,adaptive resistances" all on 1 mob while playing a lightning crit build. Its like the game knows what you're playing lmao
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