Enemy movement speed seems a bit overtuned
This is something I noticed immediately since first starting, but it's painfully apparent in Crude Act 2. The Tarnished Beetles not only move faster than the player and can stay on their heels, but they attack fast too so if you try to jog away they can catch up and chip at you, and if you try to dodge they will catch up and chip at you. The only way I manage to kill these guys is if I spot them at range and try to obliterate them before they can close the gap. This isn't the only enemy like this, but it's kinda crazy to me the threat a white named beetle can pose to a player just because they have so much movement speed. I'm level 55 Witch with 1k~ hp and this thing is able to practically blitz me.
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Now imagine one of them as a rare with the Haste modifier. Pure pain
Ain’t nothing like having a mana drain rare chasing you and only getting few hits off before they drain you lol
Chronomancer time slow aura + temp chains aura & a cold based build definitely makes it more bearable
what ms you got
One of the best monster design aspects of POE1 is that most of the monsters are slower than the player unless they are bue/yellow and have mods. Even without movement speed on boots or movement skills you can walk away from monsters to reposition or to heal. For some reason they've decided that literally ever monster that's not a zombie needs to move as fast or faster than the player in POE2. I think this is one of the many things that is just bad.
use electrocute, pin or freeze. either of these will help creating a window of opportunity to make space or blast them down.
I found this to be aggrevating with my first roll (merc) and now on my second (cold sorc) the chilling trivializes it for the most part.
Using pin as the merc was the way to prevent some of it, but in larger packs you meed solid aoe otherwise youre surrounded pretty quick.
Doing the dreadnought mission last night I eqs shocked at how fast the enemies were. Definitely feel overtuned.
Run Bone Cage with Lockdown. One or two casts will stop basically every pack. In doorways they will bottle up and you can blow them to pieces.
Enemies with health regen can’t be killed either…
Pathfinder with +30% movement speed.
Mob speed seems fine x
Do you have movement speed on your boots?
I once had to run backward across half of a huge map due to this.
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Mobs move at the same pace as poe 1 Mobs
While you move 100x slower
Makes 0 sense
My ranger has the vine things to slow but it doesn't help at all. Maybe a little or it's placebo.
All actions the player takes are too slow, period.
They obviously want to slow gameplay down and that's theoretically fine; I also don't want players to be deleting the entire screen instantaneously like they do in PoE1, but they have accomplished exactly the opposite of what they needed to do to accomplish that, because players are still finding ways to delete everything, and its even more important to do so because otherwise everything else you do is so slow that enemies are too fast for you to keep up, because they didn't slow enemies down at all.
So:
- player actions are all slower, in order to slow the game down, but enemies are not
- players still find builds to delete everything really fast anyway
They need to speed up player actions all across the board, as well as make resistance to slows and other cc more easily available--as just a start--THEN they can work on all their nerfs to players exploding screens
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I had one with cold damage, mana burn and extra fast. I just stood still and call it a day.
Players: no movement skills. Mobs in act 3: blink, dashes, jumps across whole screen.
Dude im sorry but.. it's a white mob it dies in like 2 Hits I don't understand, I had one big yellow keth Beetle with haste mod that almost killed me but I wasn't mad because it was exactly as terrifying as the scarabs in d2 with haste mod, I shed a tear of Nostalgia, It made me chuckle with glee tbh.