Temporal Chains, Chilled Ground Map Debuffs.

I just want to point out that whoever came up with the ‘Chilled Ground’ effect and the ‘Temporal Chains’ debuffs at GGG should seriously reconsider their design choices.

Instead of making the game feel challenging and rewarding, these mechanics introduce frustrating modifiers that ruin the overall player experience.

My suggestion would be to nerf them significantly, or better yet, introduce a special item slot in the character’s inventory—something dropped by unique bosses—that can counteract these negative modifiers. This way, such items could serve as a meaningful and exciting reward for endgame players
Dernière édition par NathanielM#4655, le 24 sept. 2025 à 11:03:12
Dernier bump le 24 sept. 2025 à 22:10:13
solutions added specifically to balance players who are too fast and too powerful.Poor decision.
Thanks for mentioning this.
Those slows are really _everywhere_ in the lategame and it is annoying to be only allowed to play at -30 to -60 % of your speed ..


I don't mind the debuffs themselves (they give good buffs on the waystone after all), but they are way too strong. If Chilled Ground had 10-15% potency (same with Temporal Chains) it wouldn't feel as bad playing these modifiers without means to mitigate the effects.
You can respec talents for basically nothing and there are slow potency reduction on the tree + gems that make these a lot less punishing. Doesn't work for temporal bubbles though sadly.
Dernière édition par Exiliest#5062, le 24 sept. 2025 à 11:55:47
I agree, temp chains and chilled ground are design concepts that make sense on paper, but just don't feel very fun to interact with. You can put points into mitigating them, but spending points to suck less isn't that exciting.

I think if temp chains were lowered in duration to 10 seconds, even 15, it would feel a lot better. Punishing but not as maddening.

And I'd love if chilled ground had one of these changes: less prevalent, or less magnitude, or affects movement speed but not attack speed.

(I play crossbow, and chilled ground is especially rough because it changes reload timing. So when your attack speed gets slowed it's possible to click too fast, override your normal input buffering, and end up firing rounds you didn't want to fire. You can't really anticipate it because usually the chilled ground is hidden under a lasagna of map doodads, oil ground, burning ground, abyssal ground, desecrated ground, death explosions and ability effects)

If GGG's reasoning is that hyper fast builds need to be slowed down, I'd say that's a problem with those builds, and game-wide slow mechanics aren't the best answer.

Come to think of it, it's kind of funny that the dexterity side of the tree, which has some of the fastest builds, is also the side that has lots of access to reduced slow effect nodes. Like the characters these mechanics are maybe intended to threaten are also the best at negating them.
What makes PoE2 exciting is its hardcore mechanics, the game is genuinely difficult, and that very challenge fuels the drive to keep playing, improving, and mastering its depth. However, as I mentioned before, those two debuffs feel overwhelming and excessively strong.

GGG really needs to find a way to make them less punishing. It’s not that I want the game to be easier; I want it to be challenging in a way that feels rewarding, not frustrating. These debuffs come across as pure punishment for the player base, rather than a meaningful test of skill.
They are not terrible, but they need to make it easier to build the "reduced slow potency debuff" on the passive tree by making the clusters more potent (higher values). Getting around 60% reduced slow feels decent, but this always requires taking at least 2-3 clusters which could be very far from where your build paths. For melee characters, one cluster is close to the warrior's main path, but for monk, the closest cluster is down by the DEX passives so it is out of the way.

Also, this passive needs to apply to temporal bubble (if it does not already). I have resorted to using "ranged" AoE attacks for rares with this mod as a melee character.
The passive nodes for Slow Reduction are a bit hard for everyone to access, but great for characters in that area of the tree. While Curse and Chill Reduction nodes seem too limited for most to justify the investment imo.
You can get Boots and I think even some Chest armour that have Reduced Slow.
There are charms as well, but those don't seem that great from my experiences.

GGG also made huge improvements to those curses applying. They made the timing/activation much easier to see and react to. Maybe they could reduce the effect a TINY bit at this point. But with all the ways to mitigate it, I am starting to like the mods. They add to the map variety and challenge to overcome and encourage building out for more than just raw damage.
Maybe they could make the curses a tiny bit bigger (and slower to activate) as well. But at least they're not constantly popping on you faster than you can escape their zone of influence with slow resist being near impossible to find on gear. That was definitely some donkey gameplay/design.

Spoiler
Now GGG just need to reign in mobs to be playing POE2 instead of them playing POE1 while we're stuck in 2. Make it so you're not so heavily railroaded into one-shot screenclear builds.
Don't get lost by being so focused on the target that you forget to enjoy your surroundings.
"
freudo#0225 a écrit :
I am starting to like the mods. They add to the map variety and challenge to overcome and encourage building out for more than just raw damage.


Oh me too, I absolutely fell in love with chilled grounds and temporal chains.

Here's a video of me enjoying it :
https://www.youtube.com/watch?v=acdWs8_7-68

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