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It is clear that there are ways to more often successfully avoid touching the donut, and each of the methods you mentioned might well be viable defenses. However, none of the defenses you mentioned directly mitigate the drain effect.
It is also clear that there are ways to more often successfully avoid experiencing damaging effects and other effects in this game; That doesn't mean that direct mitigation of damage and other effects don't have a place. They do have a place...and an important one that is core to the game.
Having the choice to: 1) Avoid; 2) Mitigate, or to use a combination of those to defend against a negative effect is status-quo for well-designed mechanics such as these. To neglect integration of either one suggests oversight or a flaw in implementation.
This wasn't true in PoE 1, and it definitely isn't true in PoE 2, even less so.
There are many things in this game that are supposed to either kill you outright or get you damn near close to death, unless you entirely avoid them.
Sure...but this is the part where you provide examples (of the "many things", presumably worthy of comparison) sufficient to support your argument, and without those the claim is a hollow shell. So far, I see only an unsupported claim.
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The blue donut is one of them - it's not meant to be tanked unless you're somehow essentially immune to lightning damage, mid-range and use basic attacks to kill rares.
If I am interpreting this statement correctly, you are saying that the mana-drain donut does have mitigation(?)...in the form of lightning resistance? If that is the case, then I wasn't aware of it, and I withdraw my criticism of the mod.
Is that correct? Does lightning resistance mitigate the drain effect (rate of drain) of this ring?
Dernière édition par MoonPeace#1394, le 7 janv. 2025 17:14:33
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Posté parMoonPeace#1394le 7 janv. 2025 17:07:00
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I'm cool with mana drain monsters being a counter to MoM a bit, but not at their current implementation. You could say the anti hp regen mobs are intended to counter certain builds too, but those don't outright kill you either. I think the mana drain should work similarly, just prevent regen above 50%. Drain it down to 50% if you really want to.
The donut thing is also not always true. Certain large monsters and bosses are too fat so it's impossible to actually get inside the ring. Had a Crowbell map boss get it, and it was impossible to outrange it in his last small arena, and impossible to stand close enough to him to not get drained.
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Posté parKaosuRyoko#1633le 7 janv. 2025 17:17:29
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Why not add a life/ES siphon similar to the mana siphon?
Uhhh.. it's called "damage"
No, but really, not sure what you mean.
Mana is not life. A Keystone changes that. Keystones are not the default gameplay.
Donut rings don't make MoM unplayable. In fact, MoM is one of the best defenses right now.
I really don't know your angle.
Why not? You can walk through the ring to get the mod. Easy, right?
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Posté parAssababud#2808le 7 janv. 2025 17:27:05
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I'm cool with mana drain monsters being a counter to MoM a bit, but not at their current implementation. You could say the anti hp regen mobs are intended to counter certain builds too, but those don't outright kill you either. I think the mana drain should work similarly, just prevent regen above 50%. Drain it down to 50% if you really want to.
The donut thing is also not always true. Certain large monsters and bosses are too fat so it's impossible to actually get inside the ring. Had a Crowbell map boss get it, and it was impossible to outrange it in his last small arena, and impossible to stand close enough to him to not get drained.
That's a good idea. I applaud you.
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Posté parAssababud#2808le 7 janv. 2025 17:28:19
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Why not add a life/ES siphon similar to the mana siphon?
Uhhh.. it's called "damage"
No, but really, not sure what you mean.
Mana is not life. A Keystone changes that. Keystones are not the default gameplay.
Donut rings don't make MoM unplayable. In fact, MoM is one of the best defenses right now.
I really don't know your angle.
Why not? You can walk through the ring to get the mod. Easy, right?
Yeah - all for it. RF mobs existed in POE.
I expect to see them return to POE2 and I expect people to complain about them.
Looking forward to both. The mobs and complaints.
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Posté parMordgier#6997le 7 janv. 2025 17:32:12
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Yeah - all for it. RF mobs existed in POE.
I expect to see them return to POE2 and I expect people to complain about them.
Looking forward to both. The mobs and complaints.
They did? Was this archnemesis times or are they still around? All I remember is the prevents hp regen one, but I was always playing far ranged or RF so if there were hp drain auras I may not have even noticed lol.
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Posté parKaosuRyoko#1633le 7 janv. 2025 17:34:14
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Yeah - all for it. RF mobs existed in POE.
I expect to see them return to POE2 and I expect people to complain about them.
Looking forward to both. The mobs and complaints.
They did? Was this archnemesis times or are they still around? All I remember is the prevents hp regen one, but I was always playing far ranged or RF so if there were hp drain auras I may not have even noticed lol.
You forget Igna Phoenix?
https://www.poewiki.net/wiki/Igna_Phoenix
I died to her so many times...
She may have been the first case but lots of mobs get it in PoE but they get a specific monster version
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Posté parMordgier#6997le 7 janv. 2025 17:48:24
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I'm cool with mana drain monsters being a counter to MoM a bit, but not at their current implementation. You could say the anti hp regen mobs are intended to counter certain builds too, but those don't outright kill you either. I think the mana drain should work similarly, just prevent regen above 50%. Drain it down to 50% if you really want to.
The donut thing is also not always true. Certain large monsters and bosses are too fat so it's impossible to actually get inside the ring. Had a Crowbell map boss get it, and it was impossible to outrange it in his last small arena, and impossible to stand close enough to him to not get drained.
Either that, or make the mana drain ramp up the longer you stand in the ring. Currently, the ring sucks up your mana near-instantly - which is painful for melee characters who need to run or roll through the ring to hit the mob. Even worse is when the rare mob has Shroud Walker or some other form of mobility that causes the mob to drop the ring right on top of you.
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Posté parGwonam#5505le 7 janv. 2025 18:12:58
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The mana drain is too ridiculously fast. GGG needs to reduce it drastically.
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Posté parwhichdoctor#2158le 10 janv. 2025 11:27:40
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The hitbox positioning of some monsters is weird for the donut too.
I have had the little crawler guys with mana drain, and because of how they are positioned, their body extends most of the empty space in the donut, leaving no room to move forward and out of the ring. It leaves a big empty space behind them, but there's basically no way to exploit that when you are out of mana and they change facing instantly.
It's worth noting that +2 maps are a dangerous thing.
They can cause players to get out of their depth -
playing maps that are too hard for the items they currently have. Herp Derp.
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