When I heard about the archnemesis monster mods going core, I didn't even think about Einhar. Those monsters show up in about half the Act 2 areas, and the red monsters are effectively immortal.
+1
AbsalonLands of Always WinterRegistered Userregular
LOL got a Redblade strongbox in the Merciless labyrinth, got the shield. Starting maps with one exalt and 50c in the bank, why not.
+1
fRAWRstThe Seas CallThe Mad AnswerRegistered Userregular
I rushed into A7 at L42, but it's just a wasteland of drops. No currency (1x alch) and no really good gear.
Gonna be one of those tough ones.
0
AbsalonLands of Always WinterRegistered Userregular
edited May 2022
Boy howdy, even incursions and no-mod Delving is a bit of an undertaking with these new Rare monsters. To be fair, I am very low on life and armor right now, but I have seen some pretty experienced streamers hit walls pretty early in maps. Essence and Bestiary monsters, wrecking shop. I dread the idea of making Metamorphs in red maps, and I am playing Seismic/Exsang.
Bane occultist feeling very smooth while leveling. Having a bit of trouble with some rare combos, but it seems like everyone is. Sentinel league is kinda whatever, I forget to turn on the sentinels most of the time
Steam: Spawnbroker
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BrodyThe WatchThe First ShoreRegistered Userregular
EA Elementalist is pretty chill so far. Red beast plus apex sentinel is definitely a choice.
"I will write your name in the ruin of them. I will paint you across history in the color of their blood."
The hotfix wasnt a fix. It is still really bad. At least my return back looks to be limited heh. They are still pushing people into other games.
Yeah I think they fundamentally just don't care about that. Ol' Chris did say he didn't care if their stuff reducing build power drove people away -- they seem to keep their numbers decently high. It's definitely easier than it was last night, but still pretty tough! But I try not to get too harsh when I'm on terrible starter gear with horrible resists and life, which I definitely still am.
For what it's worth there was a 1000+ person queue to get in when I logged in this morning too.
The hotfix wasnt a fix. It is still really bad. At least my return back looks to be limited heh. They are still pushing people into other games.
Yeah I think they fundamentally just don't care. Ol' Chris did say he didn't care if their stuff reducing build power drove people away -- they seem to keep their numbers decently high. It's definitely easier than it was last night, but still pretty tough! But I try not to get too harsh when I'm on terrible starter gear with horrible resists and life, which I definitely still am.
For what it's worth there was a 1000+ person queue to get in when I logged in this morning too.
There hasnt been one all afternoon for me ive been in and out. I am having an ok time don't get me wrong. Got 6L ok ish base on day 2. Playing a safe build with RF which is still really fun. And so much easier to get going.
But what is the incredibly stupid thing is that you can get arch mods on mobs in maps you want to be clean and you cant win. They disable you. Ive run into it twice now on the no regen affixes. It is indefensibly dumb.
The hotfix wasnt a fix. It is still really bad. At least my return back looks to be limited heh. They are still pushing people into other games.
Yeah I think they fundamentally just don't care. Ol' Chris did say he didn't care if their stuff reducing build power drove people away -- they seem to keep their numbers decently high. It's definitely easier than it was last night, but still pretty tough! But I try not to get too harsh when I'm on terrible starter gear with horrible resists and life, which I definitely still am.
For what it's worth there was a 1000+ person queue to get in when I logged in this morning too.
There hasnt been one all afternoon for me ive been in and out. I am having an ok time don't get me wrong. Got 6L ok ish base on day 2. Playing a safe build with RF which is still really fun. And so much easier to get going.
But what is the incredibly stupid thing is that you can get arch mods on mobs in maps you want to be clean and you cant win. They disable you. Ive run into it twice now on the no regen affixes. It is indefensibly dumb.
Oh yeah, but it's incredibly rare to have any queue at all on day 2. Just having one at any point ever means it's not DOA or anything.
The GGG post on reddit also said they'll be doing more specific changes in a full patch too. It's a little dumb that we kind of beta test this stuff the first few days, but they're....consistent in that at least.
I wonder if I almost exclusively end up liking off-meta stuff in ARPGs because the idea of running full tilt through areas without pausing triggers my anxiety so I end up valuing different things
or if it's just contrarianism, like I see the meta and have to step at least a few steps to the side to feel special
...at least I know why I don't play cyclone builds. It's because cyclone looks dumb. That's the entirety of it.
I was going to give as an example how I like Mesa in Warframe better than Saryn, because there's something more satisfying about having to stop/slow down and aim at what I want instantly deleted...then I realized ah, no wonder I like Storm Burst.
Doesn't really matter, since I'm rarely pushing into content where I'd need a strong build, heavy investment, a high skill level, or some combination thereof, but I like to think about it.
0
surrealitychecklonely, but not unloveddreaming of faulty keys and latchesRegistered Userregular
i mean game is single player effectively
u get much more out of a game by just seeing what happens and using brane than by reading anything criminals post on the internet
So I'm running an IL build, I know it's an expensive item (especially this early), I've managed to farm up some orbs though. If anyone runs across one and wants to maybe do a fellow forumer a favor and sell it cheap, I'll get as close to market value as I can.
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38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
I don’t know what IL is or I would save it for you if I saw it.
Isn't HH kind of terrible at the moment? I'm assuming that would affect IL too, but I've never used either.
Everyone seems to think it's been nerfed tremendously with the Nemesis rares, and especially after nerf #2 where they reduced the quantity of mods on rares. It sounds like they're boosting it at some point, but CW mentioned HH being in a bad spot himself in the 2nd nerf post.
0
surrealitychecklonely, but not unloveddreaming of faulty keys and latchesRegistered Userregular
"oh no headhunter is in a bad spot"
cackles wildly because an awful degenerate item getting less degenerate is truly a tragedy
Oh yeah my level of caring about people complaining about HH is incredibly low. It's hilarious seeing people on reddit say "good players" have no reason to play now, and how much they think it affects the game as a whole. It's been an amazing metric to see how out of touch and crazy some of those people are.
Chris Wilson posted part 3 of the nemesis modifier planned changes, which includes a full list of what every modifier does as of today.
Some of them are definitely completely silly and build disabling! Vampiric has crazy leech and is completely immune to leech, rejuvenating casts a nova that disables player regen in addition to healing themselves and nearby monsters tons, all sorts of "oh my god why" stuff. They're changing them over the coming days, we'll see how much though. Full list (very long) in spoilers:
Hasted
40% increased Movement Speed
100% increased Evasion Rating
Nearby Allies have 30% increased Attack and Cast Speed
Gargantuan
20% increased Damage
40% increased maximum Life
80% increased Area of Effect
Flameweaver
25% of Physical Damage Converted to Fire Damage
50% of Physical Damage as Extra Fire Damage
50% increased Fire Damage
+50% to Fire Resistance
+10% to maximum Fire Resistance
Immune to Scorch
Inflicts Fire Exposure on Hit
Stormweaver
25% of Physical Damage Converted to Lightning Damage
50% of Physical Damage as Extra Lightning Damage
50% increased Lightning Damage
+50% to Lightning Resistance
+10% to maximum Lightning Resistance
Immune to Lightning Ailments
Inflicts Lightning Exposure on Hit
Frostweaver
25% of Physical Damage Converted to Cold Damage
50% of Physical Damage as Extra Cold Damage
50% increased Cold Damage
+50% to Cold Resistance
+10% to maximum Cold Resistance
Immune to Cold Ailments
Inflicts Cold Exposure on Hit
Chaosweaver
25% of Physical Damage Converted to Chaos Damage
15% of Non-Chaos Damage as extra Chaos Damage
+50% to Chaos Resistance
+10% to maximum Chaos Resistance
Immune to Wither
Ignites on Hit
All Damage with Hits can Ignite
25% increased Ignite Duration
300% increased Ignite Damage
+75% to Fire Resistance
60% less Duration of Ignites on Self
Dynamo
Shocks on Hit
All damage with Hits can Shock
25% increased Shock Effect
50% increased Shock Duration
Immune to Shock
Permafrost
25% chance to Freeze on Hit
All damage with Hits can Freeze
25% increased Freeze Duration
Immune to Freeze and Chill
Toxic
Poisons on Hit
All damage with Hits can Poison
30% increased Poison Damage
30% increased Poison Duration
+50% to Chaos Resistance against Damage over Time
Bloodletter
Bleed on Hit
100% increased Damage with Bleeding
25% increased Bleeding Duration
25% reduced Damage taken from Physical Damage over Time
Nearby Enemies are Maimed with 30% reduced Movement Speed
Splinterer
Skills fire 4 additional Projectiles
30% increased Projectile Damage
50% chance to Avoid Projectiles
Deadeye
Randomly applies Poacher's Mark, Assassin's Mark or Warlord's Mark
20% increased Damage
60% less Damage taken if you have not been Hit Recently
200% increased Evasion Rating if you have been Hit Recently
Nearby Allies have 100% increased Accuracy Rating and 100% increased Critical Strike Chance
Arcane Buffer
150% faster start of Energy Shield Recharge
Chaos Damage taken does not bypass Energy Shield
When Energy Shield is depleted, triggers a weak nova that knocks back and briefly stuns enemies
Nearby Allies have 40% of Maximum Life as Extra Maximum Energy Shield
Echoist
Skills Repeat two additional times
200% increased Attack and Cast Speed
Stunned for 1.5 seconds after using a Skill
Bonebreaker
Always Stuns Enemies on Hit
25% chance to Double Stun Duration
30% reduced Attack and Cast Speed
100% increased Accuracy Rating
Cannot be Stunned
Nearby Allies have 40% increased Physical Damage
Sentinel
50% chance to Block Attack Damage
50% chance to Block Spell Damage
+10% to maximum Chance to Block Attack Damage
+10% to maximum Chance to Block Spell Damage
Triggers a Delayed Reckoning when Hit (1.5 second Cooldown)
Juggernaut
20% increased Damage
+2 to Maximum Endurance Charges
Gain 2 Endurance Charges every second if you've been Hit Recently
30% increased Area of Effect
Action Speed cannot be modified to below base value
Movement Speed cannot be modified to below base value
Cannot be Stunned
Vampiric
All Damage from Hits is Leeched as Life
Life Leech effects are not removed on Full Life
200% increased total Recovery per second from Life Leech
25% increased Damage while Leeching
Enemies Cannot Leech From You
Overcharged
+2 to Maximum Frenzy, Power and Endurance Charges
Every 3 seconds adds 3 Frenzy, Power or Endurance charges for 9 seconds
Consecrator
Spawns Consecrated Ground for 6 seconds (6 second cooldown, 4 second global cooldown)
Consecrated Ground grants 2% Life Regenerated Per Second to Allies and 50% reduced Effect of Curses
Take 30% reduced Elemental Damage while on Consecrated Ground
Frenzied
Every 9 seconds become Frenzied for 5 seconds
50% increased Damage while Frenzied
50% increased Action Speed while Frenzied
50% reduced Damage Taken while Frenzied
Berserker
Gains Increased Damage with life lost up to 40% at zero life
Gains Increased Movement Speed with life lost up to 40% at zero life
Gains Increased Attack and Cast Speed with life lost up to 75% at zero life
Gains reduced Damage Taken with life lost up to 30% at zero life
Immune to Culling Strike
Soul Conduit
Nearby monsters are raised to fight again on Death
Oppressor
Nearby Enemies have Oppression, causing them to deal 30% less Damage, take 30% increased Damage and have 20% reduced Movement Speed
Bombardier
Skills fire 2 additional Projectiles
Skills Chain 2 additional times
Projectiles have 20% chance to be able to Chain when colliding with terrain
Projectiles gain Damage as they travel farther, dealing up to 60% increased Damage with Hits to targets
Periodically Fires a Nova of Fire Mortars (6 second cooldown)
Heralding Minions
Rare Minions spawn Invulnerable Totems on death that cast a Lightning Nova Spell
Totems despawn on death
Empowering Minions
Rare Minions have 30% increased Damage
Rare Minions have 100% increased maximum Life
Gain a random common Archnemesis Mod when a Rare Minion dies (maximum 3)
Necromancer
Rare Minions have 40% increased Damage
Rare Minions have 150% increased maximum Life
30% increased maximum Life
10% of Non-Chaos Damage as extra Chaos Damage
Summons Skeletons and Zombies
Assassin
All hits are Critical Strikes
Blind on Hit
100% increased Blind Effect
Take no Extra Damage from Critical Strikes
Teleports to distant Enemies creating a Smoke Cloud (3 second cooldown)
Rejuvenating
Regenerate 2% of Life per second
20% increased maximum Life
Periodically casts a Healing Nova that causes nearby allies to regenerate 50% of life over 2 seconds as well as preventing players from recovering Life or Energy Shield (8 second cooldown, 5 second global cooldown)
Healing Nova does not affect itself
Executioner
15% Damage with Hits per 10% missing Enemy Life
Immune to Culling Strike
Nearby Enemies cannot Recover Life or Energy Shield to above 50%
Hexer
Hexproof
Summons an invulnerable Hexing Effigy that places 3 randomly selected Hex areas, chosen from Temporal Chains, Enfeeble, Elemental Weakness, Punishment and Vulnerability
Drought Bringer
Regenerate 1.5% of Life per second
Removes a Power, Frenzy or Endurance charges on Hit
Nearby Enemies' Flasks lose 15 Charges every 3 seconds
Entangler
Poisons on Hit
All damage with Hits can Poison
+50% to Chaos Resistance
Applies Grasping Vines to Enemies, which slows them and causes them to take Chaos Damage over Time (3 second cooldown, 2 second global cooldown)
Moving will break the Vines over time
Travel Skills will break all Vines instantly, but doing so causes players to take 10% of their maximum Life and Energy Shield as Chaos Damage
Temporal Bubble
Surrounded with a Temporal Bubble which prevents all damage originating from sources outside its radius
Enemies with the Temporal Bubble have 25% reduced Action Speed, 60% reduced Cooldown Recovery Rate and Debuffs on them expire 40% slower
Treant Horde
Rare minions are replaced with Powerful Spriggans
50% of Damage from Hits is taken from Rare minions Life before you
Final Gasp
Summons an immortal ghost of the Rare monster on death that lasts for 5 seconds
Flame Strider
50% of Physical Damage Converted to Fire Damage
25% of Physical Damage as Extra Fire Damage
30% increased Fire Damage
+40% to Fire Resistance
Cannot be Scorched
Ignite on Hit
200% increased Ignite Damage
Leaves a Trail of Burning Ground
Trigger Inferno Bolt when Hit (0.5s global cooldown)
Rare Minions create Flame Beacons on Death
Frost Strider
50% of Physical Damage Converted to Cold Damage
25% of Physical Damage as Extra Cold Damage
30% increased Cold Damage
+40% to Cold Resistance
200% increased Chill Effect
Immune to Cold Ailments
Leaves a Trail of Chilling Ground
Trigger Snow bolt when Hit (1s cooldown, 0.5s global cooldown)
Rare Minions create Frost Beacons on Death
Storm Strider
50% of Physical Damage Converted to Lightning Damage
25% of Physical Damage as Extra Lightning Damage
30% increased Lightning Damage
+40% to Lightning Resistance
Immune to Lightning Ailments
Leaves a Trail of Shocked Ground
Trigger Lightning Mirage when Hit (0.75s cooldown, 0.5s global cooldown)
Rare Minions create Lightning Beacons on Death
Ice Prison
50% of Physical Damage Converted to Cold Damage
25% of Physical Damage as Extra Cold Damage
30% increased Cold Damage
+40% to Cold Resistance
Immune to Cold Ailments
25% additional Physical Damage Reduction
Periodically creates a barrier of Ice around the player for 3 seconds (5 second cooldown, 5 second global cooldown)
Magma Barrier
50% of Physical Damage Converted to Fire Damage
25% of Physical Damage as Extra Fire Damage
30% increased Fire Damage
+40% to Fire Resistance
25% additional Physical Damage Reduction
Surrounded by a Magma Barrier that takes 90% of Damage from Hits up to a fixed amount
When the Magma Barrier is depleted it explodes for massive Fire Damage
Barrier returns 10 seconds after exploding
Periodically spawns Fire Volatiles that chase players (9 second cooldown)
Mana Siphoner
50% of Physical Damage Converted to Lightning Damage
25% of Physical Damage as Extra Lightning Damage
30% increased Lightning Damage
+40% to Lightning Resistance
Immune to Lightning Ailments
Surrounded by a Mana Siphoning Ring Aura
Enemies in the Aura take Lightning Damage Over Time and lose Mana every second
Enemies standing inside the Ring are not affected by the Aura
Storm Herald
50% of Physical Damage Converted to Lightning Damage
25% of Physical Damage as Extra Lightning Damage
30% increased Lightning Damage
+40% to Lightning Resistance
Immune to Lightning Ailments
Casts Lightning Storms targeting Enemies
Soul Eater
Gains Souls when nearby allies die
Each Soul grants 5% increased Damage, Attack Speed and Cast Speed
Summons a Phantasm monster every 4 seconds
Corpse Detonator
+40% to Fire Resistance
Creates Corpses nearby (10 second cooldown)
Ignites nearby Corpses, detonating them after a duration
Evocationist
Ignites on Hit
Shocks on Hit
All damage with Hits can Ignite
All damage with Hits can Shock
All damage with Hits can Chill
+50% to all Elemental Resistances
50% of Physical Damage as Extra Damage of a random Element
Mirror Image
Periodically creates several clones (8 second cooldown)
Clones do not inherit any mods from the original monster
Corrupter
Inflicts Corrupted Blood on Hit
Inflicts Corrupted Blood when Hit
Invulnerable
Rare Minions cannot be damaged while Rare monster is alive
30% chance to Block Attack Damage
30% chance to Block Spell Damage
Every 9 seconds cannot be damaged for 4.5 seconds
Crystal-skinned
+40% to all Elemental Resistances
40% of Physical Damage as Extra Damage of a random Element
Fires crystals under Player's when they hit you (0.2 second cooldown)
Crystals deal no damage and despawn after 12 seconds
When the Rare monster dies all crystals charge up and explode, dealing Cold damage
Empowered Elements
Every four seconds gain a new affinity cycling between Fire, Cold, Lightning, Physical and Chaos
While you have an affinity you have 90% reduced Damage Taken from all other damage types and 50% increased Damage taken of the affinity damage type
Fire Affinity grants 100% of Physical Damage as Extra Fire Damage
Cold Affinity grants 100% of Physical Damage as Extra Cold Damage
Lightning Affinity grants 100% of Physical Damage as Extra Lightning Damage
Physical Affinity grants 60% increased Physical Damage
Chaos Affinity grants 30% of Physical Damage as Extra Chaos Damage
Effigy
Summons an Effigy of a targeted player (10 second cooldown)
Effigy links to target player, while linked all damage from Hits taken by the Effigy is also taken by the player as reflected damage
Effigy can taunt other Enemies to attack it
Running away from the Effigy will sever the link between it and the player
Trickster
Suppress Spell Damage
Prevent +10% of Suppressed Spell Damage
50% less Damage Over Time Taken
Non-Damaging Ailments Reflection
Every 8 seconds go into Flee for 4 seconds
While fleeing avoid 75% of Damage from Hits, gain 200% increased Movement Speed and 1000% increased Evasion Rating
While fleeing cast Frost Walls targeting players (1.5 second cooldown, 1.5 second global cooldown)
Opulent
5000% increased Quantity of Items Dropped
20000% increased Rarity of Items Dropped
Creates Cursed Urns which can contain valuable loot but apply Gambler's Greed for 10 seconds
Gambler's Greed increases damage taken by 20% and reduces action speed by 10% per stack (maximum 5 stacks)
Lunaris-touched
50% increased Damage
+60% to Cold Resistance
10% additional Physical Damage Reduction
Spawns apparitions of Lunaris which use their skills
Solaris-touched
50% increased Damage
+60% to Fire Resistance
10% additional Physical Damage Reduction
Spawns apparitions of Solaris which use their skills
Arakaali-touched
50% increased Damage
+60% to Chaos Resistance
10% additional Physical Damage Reduction
Spawns apparitions of Arakaali which use their skills
Brine King-touched
50% increased Damage
+60% to Cold Resistance
20% additional Physical Damage Reduction
Spawns apparitions of the Bring King which use their skills
Tukohama-touched
50% increased Damage
+60% to Fire Resistance
20% additional Physical Damage Reduction
Spawns apparitions of Tukohama which use their skills
Abberath-touched
50% increased Damage
+60% to Fire Resistance
15% additional Physical Damage Reduction
Spawns apparitions of Abberath which use their skills
Shakari-touched
50% increased Damage
+60% to Chaos Resistance
10% additional Physical Damage Reduction
Spawns apparitions of Shakari which use their skills
Innocence-touched
50% increased Damage
+40% to all Elemental Resistances
15% additional Physical Damage Reduction
Spawns apparitions of Innocence which use their skills
Kitava-touched
50% increased Damage
+30% to all Elemental Resistances
25% additional Physical Damage Reduction
Spawns apparitions of Kitava which use their skills
Notes:
We haven't described where certain effects add bonuses to Rare Minions (the normal monsters that spawn alongside a rare) unless they are important for the functionality of the mod.
We haven't described where mods differ on magic monsters, but generally things like auras are not present on magic monsters and certain effects occur less frequently on magic monsters. Many of the rare mods do not appear on magic monsters at all as they are too complex. There are also three mods that only appear on magic monsters: Voidspawn of Abaxoth, Spirit Walker and Union of Souls (not described above)
Rarer modifiers (towards the bottom of the list) also grant additional monster life bonuses and even better drops.
Isn't HH kind of terrible at the moment? I'm assuming that would affect IL too, but I've never used either.
Everyone seems to think it's been nerfed tremendously with the Nemesis rares, and especially after nerf #2 where they reduced the quantity of mods on rares. It sounds like they're boosting it at some point, but CW mentioned HH being in a bad spot himself in the 2nd nerf post.
I'm totally cool with that. I like the concept a lot. I experimented heavily with IL (but not HH) in the last league and it was very fun.
The people memeing about nothing to play for is kind of meh yeah... but when THE chase item of the game gets nerfed its not really "good" for the game either.
Edit: I am not saying there arent other big chase items just HH is and has been forever THE chase item.
Jubal77 on
+1
38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
DaimarA Million Feet Tall of AwesomeRegistered Userregular
GGG1: "Last league we let people pick and choose which of these mob buffs they could face, what could go wrong with jamming them down a players throat at random in greater quantities than they could ever have faced previously?"
GGG2: "Nothing as long as we take away the rewards that were previously tied to those buffs."
I'm not a hardcore or SSF player so I didn't lose much with the 30ish deaths I took during the campaign, but made me regret not taking the first week off while they iron out bugs like I had been doing previously. Sometimes you lose by missing out on taking advantage of an oversight that gives everyone loot explosions but more often than not you just save on frustration.
GGG1: "Last league we let people pick and choose which of these mob buffs they could face, what could go wrong with jamming them down a players throat at random in greater quantities than they could ever have faced previously?"
GGG2: "Nothing as long as we take away the rewards that were previously tied to those buffs."
I'm not a hardcore or SSF player so I didn't lose much with the 30ish deaths I took during the campaign, but made me regret not taking the first week off while they iron out bugs like I had been doing previously. Sometimes you lose by missing out on taking advantage of an oversight that gives everyone loot explosions but more often than not you just save on frustration.
My perspective is that those exploits are usually in maps (or just prior to maps in the case of Quarry stuff), and it gets fixed on day two when I'm still in the Acts. The only people who can exploit it are people able to treat the game as a job.
+1
fRAWRstThe Seas CallThe Mad AnswerRegistered Userregular
Lots of the encounters just break the game for me. Everything runs butter smooth until I hit a legion or blight event. Even if I'm doing fine the game slows then possibly crashes and I die. Which is new since patch (wasn't great before, but it didn't go to desktop as much).
I've tried messing with settings, but there really aren't many useful settings. I think it's lighting stuff, but I can't fully disable bloom and such to see if it gets more stable. Combine performance issues with the new insta-gib difficulty of some rares and... yeah.
Posts
im streaming at twitch/frawrst, come say hi if you like
never sell early exalts, always hodl
Gonna be one of those tough ones.
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
The thing everyone knew would be way overtuned going into league, but hey it was fast at least.
Yeah I think they fundamentally just don't care about that. Ol' Chris did say he didn't care if their stuff reducing build power drove people away -- they seem to keep their numbers decently high. It's definitely easier than it was last night, but still pretty tough! But I try not to get too harsh when I'm on terrible starter gear with horrible resists and life, which I definitely still am.
For what it's worth there was a 1000+ person queue to get in when I logged in this morning too.
There hasnt been one all afternoon for me ive been in and out. I am having an ok time don't get me wrong. Got 6L ok ish base on day 2. Playing a safe build with RF which is still really fun. And so much easier to get going.
But what is the incredibly stupid thing is that you can get arch mods on mobs in maps you want to be clean and you cant win. They disable you. Ive run into it twice now on the no regen affixes. It is indefensibly dumb.
Oh yeah, but it's incredibly rare to have any queue at all on day 2. Just having one at any point ever means it's not DOA or anything.
The GGG post on reddit also said they'll be doing more specific changes in a full patch too. It's a little dumb that we kind of beta test this stuff the first few days, but they're....consistent in that at least.
this is blatant dev pro-player favouritism
im writing a complaint dm to chris right now
or if it's just contrarianism, like I see the meta and have to step at least a few steps to the side to feel special
...at least I know why I don't play cyclone builds. It's because cyclone looks dumb. That's the entirety of it.
I was going to give as an example how I like Mesa in Warframe better than Saryn, because there's something more satisfying about having to stop/slow down and aim at what I want instantly deleted...then I realized ah, no wonder I like Storm Burst.
Doesn't really matter, since I'm rarely pushing into content where I'd need a strong build, heavy investment, a high skill level, or some combination thereof, but I like to think about it.
u get much more out of a game by just seeing what happens and using brane than by reading anything criminals post on the internet
Everyone seems to think it's been nerfed tremendously with the Nemesis rares, and especially after nerf #2 where they reduced the quantity of mods on rares. It sounds like they're boosting it at some point, but CW mentioned HH being in a bad spot himself in the 2nd nerf post.
cackles wildly because an awful degenerate item getting less degenerate is truly a tragedy
Chris Wilson posted part 3 of the nemesis modifier planned changes, which includes a full list of what every modifier does as of today.
Some of them are definitely completely silly and build disabling! Vampiric has crazy leech and is completely immune to leech, rejuvenating casts a nova that disables player regen in addition to healing themselves and nearby monsters tons, all sorts of "oh my god why" stuff. They're changing them over the coming days, we'll see how much though. Full list (very long) in spoilers:
40% increased Movement Speed
100% increased Evasion Rating
Nearby Allies have 30% increased Attack and Cast Speed
Gargantuan
20% increased Damage
40% increased maximum Life
80% increased Area of Effect
Flameweaver
25% of Physical Damage Converted to Fire Damage
50% of Physical Damage as Extra Fire Damage
50% increased Fire Damage
+50% to Fire Resistance
+10% to maximum Fire Resistance
Immune to Scorch
Inflicts Fire Exposure on Hit
Stormweaver
25% of Physical Damage Converted to Lightning Damage
50% of Physical Damage as Extra Lightning Damage
50% increased Lightning Damage
+50% to Lightning Resistance
+10% to maximum Lightning Resistance
Immune to Lightning Ailments
Inflicts Lightning Exposure on Hit
Frostweaver
25% of Physical Damage Converted to Cold Damage
50% of Physical Damage as Extra Cold Damage
50% increased Cold Damage
+50% to Cold Resistance
+10% to maximum Cold Resistance
Immune to Cold Ailments
Inflicts Cold Exposure on Hit
Chaosweaver
25% of Physical Damage Converted to Chaos Damage
15% of Non-Chaos Damage as extra Chaos Damage
+50% to Chaos Resistance
+10% to maximum Chaos Resistance
Immune to Wither
Steel-infused
Overwhelm 30% Physical Damage Reduction
40% increased Physical Damage
50% additional Physical Damage Reduction
Cannot be Stunned
Incendiary
Ignites on Hit
All Damage with Hits can Ignite
25% increased Ignite Duration
300% increased Ignite Damage
+75% to Fire Resistance
60% less Duration of Ignites on Self
Dynamo
Shocks on Hit
All damage with Hits can Shock
25% increased Shock Effect
50% increased Shock Duration
Immune to Shock
Permafrost
25% chance to Freeze on Hit
All damage with Hits can Freeze
25% increased Freeze Duration
Immune to Freeze and Chill
Toxic
Poisons on Hit
All damage with Hits can Poison
30% increased Poison Damage
30% increased Poison Duration
+50% to Chaos Resistance against Damage over Time
Bloodletter
Bleed on Hit
100% increased Damage with Bleeding
25% increased Bleeding Duration
25% reduced Damage taken from Physical Damage over Time
Nearby Enemies are Maimed with 30% reduced Movement Speed
Splinterer
Skills fire 4 additional Projectiles
30% increased Projectile Damage
50% chance to Avoid Projectiles
Deadeye
Randomly applies Poacher's Mark, Assassin's Mark or Warlord's Mark
20% increased Damage
60% less Damage taken if you have not been Hit Recently
200% increased Evasion Rating if you have been Hit Recently
Nearby Allies have 100% increased Accuracy Rating and 100% increased Critical Strike Chance
Arcane Buffer
150% faster start of Energy Shield Recharge
Chaos Damage taken does not bypass Energy Shield
When Energy Shield is depleted, triggers a weak nova that knocks back and briefly stuns enemies
Nearby Allies have 40% of Maximum Life as Extra Maximum Energy Shield
Echoist
Skills Repeat two additional times
200% increased Attack and Cast Speed
Stunned for 1.5 seconds after using a Skill
Bonebreaker
Always Stuns Enemies on Hit
25% chance to Double Stun Duration
30% reduced Attack and Cast Speed
100% increased Accuracy Rating
Cannot be Stunned
Nearby Allies have 40% increased Physical Damage
Sentinel
50% chance to Block Attack Damage
50% chance to Block Spell Damage
+10% to maximum Chance to Block Attack Damage
+10% to maximum Chance to Block Spell Damage
Triggers a Delayed Reckoning when Hit (1.5 second Cooldown)
Juggernaut
20% increased Damage
+2 to Maximum Endurance Charges
Gain 2 Endurance Charges every second if you've been Hit Recently
30% increased Area of Effect
Action Speed cannot be modified to below base value
Movement Speed cannot be modified to below base value
Cannot be Stunned
Vampiric
All Damage from Hits is Leeched as Life
Life Leech effects are not removed on Full Life
200% increased total Recovery per second from Life Leech
25% increased Damage while Leeching
Enemies Cannot Leech From You
Overcharged
+2 to Maximum Frenzy, Power and Endurance Charges
Every 3 seconds adds 3 Frenzy, Power or Endurance charges for 9 seconds
Consecrator
Spawns Consecrated Ground for 6 seconds (6 second cooldown, 4 second global cooldown)
Consecrated Ground grants 2% Life Regenerated Per Second to Allies and 50% reduced Effect of Curses
Take 30% reduced Elemental Damage while on Consecrated Ground
Frenzied
Every 9 seconds become Frenzied for 5 seconds
50% increased Damage while Frenzied
50% increased Action Speed while Frenzied
50% reduced Damage Taken while Frenzied
Berserker
Gains Increased Damage with life lost up to 40% at zero life
Gains Increased Movement Speed with life lost up to 40% at zero life
Gains Increased Attack and Cast Speed with life lost up to 75% at zero life
Gains reduced Damage Taken with life lost up to 30% at zero life
Immune to Culling Strike
Soul Conduit
Nearby monsters are raised to fight again on Death
Oppressor
Nearby Enemies have Oppression, causing them to deal 30% less Damage, take 30% increased Damage and have 20% reduced Movement Speed
Bombardier
Skills fire 2 additional Projectiles
Skills Chain 2 additional times
Projectiles have 20% chance to be able to Chain when colliding with terrain
Projectiles gain Damage as they travel farther, dealing up to 60% increased Damage with Hits to targets
Periodically Fires a Nova of Fire Mortars (6 second cooldown)
Heralding Minions
Rare Minions spawn Invulnerable Totems on death that cast a Lightning Nova Spell
Totems despawn on death
Empowering Minions
Rare Minions have 30% increased Damage
Rare Minions have 100% increased maximum Life
Gain a random common Archnemesis Mod when a Rare Minion dies (maximum 3)
Necromancer
Rare Minions have 40% increased Damage
Rare Minions have 150% increased maximum Life
30% increased maximum Life
10% of Non-Chaos Damage as extra Chaos Damage
Summons Skeletons and Zombies
Assassin
All hits are Critical Strikes
Blind on Hit
100% increased Blind Effect
Take no Extra Damage from Critical Strikes
Teleports to distant Enemies creating a Smoke Cloud (3 second cooldown)
Rejuvenating
Regenerate 2% of Life per second
20% increased maximum Life
Periodically casts a Healing Nova that causes nearby allies to regenerate 50% of life over 2 seconds as well as preventing players from recovering Life or Energy Shield (8 second cooldown, 5 second global cooldown)
Healing Nova does not affect itself
Executioner
15% Damage with Hits per 10% missing Enemy Life
Immune to Culling Strike
Nearby Enemies cannot Recover Life or Energy Shield to above 50%
Hexer
Hexproof
Summons an invulnerable Hexing Effigy that places 3 randomly selected Hex areas, chosen from Temporal Chains, Enfeeble, Elemental Weakness, Punishment and Vulnerability
Drought Bringer
Regenerate 1.5% of Life per second
Removes a Power, Frenzy or Endurance charges on Hit
Nearby Enemies' Flasks lose 15 Charges every 3 seconds
Entangler
Poisons on Hit
All damage with Hits can Poison
+50% to Chaos Resistance
Applies Grasping Vines to Enemies, which slows them and causes them to take Chaos Damage over Time (3 second cooldown, 2 second global cooldown)
Moving will break the Vines over time
Travel Skills will break all Vines instantly, but doing so causes players to take 10% of their maximum Life and Energy Shield as Chaos Damage
Temporal Bubble
Surrounded with a Temporal Bubble which prevents all damage originating from sources outside its radius
Enemies with the Temporal Bubble have 25% reduced Action Speed, 60% reduced Cooldown Recovery Rate and Debuffs on them expire 40% slower
Treant Horde
Rare minions are replaced with Powerful Spriggans
50% of Damage from Hits is taken from Rare minions Life before you
Final Gasp
Summons an immortal ghost of the Rare monster on death that lasts for 5 seconds
Flame Strider
50% of Physical Damage Converted to Fire Damage
25% of Physical Damage as Extra Fire Damage
30% increased Fire Damage
+40% to Fire Resistance
Cannot be Scorched
Ignite on Hit
200% increased Ignite Damage
Leaves a Trail of Burning Ground
Trigger Inferno Bolt when Hit (0.5s global cooldown)
Rare Minions create Flame Beacons on Death
Frost Strider
50% of Physical Damage Converted to Cold Damage
25% of Physical Damage as Extra Cold Damage
30% increased Cold Damage
+40% to Cold Resistance
200% increased Chill Effect
Immune to Cold Ailments
Leaves a Trail of Chilling Ground
Trigger Snow bolt when Hit (1s cooldown, 0.5s global cooldown)
Rare Minions create Frost Beacons on Death
Storm Strider
50% of Physical Damage Converted to Lightning Damage
25% of Physical Damage as Extra Lightning Damage
30% increased Lightning Damage
+40% to Lightning Resistance
Immune to Lightning Ailments
Leaves a Trail of Shocked Ground
Trigger Lightning Mirage when Hit (0.75s cooldown, 0.5s global cooldown)
Rare Minions create Lightning Beacons on Death
Ice Prison
50% of Physical Damage Converted to Cold Damage
25% of Physical Damage as Extra Cold Damage
30% increased Cold Damage
+40% to Cold Resistance
Immune to Cold Ailments
25% additional Physical Damage Reduction
Periodically creates a barrier of Ice around the player for 3 seconds (5 second cooldown, 5 second global cooldown)
Magma Barrier
50% of Physical Damage Converted to Fire Damage
25% of Physical Damage as Extra Fire Damage
30% increased Fire Damage
+40% to Fire Resistance
25% additional Physical Damage Reduction
Surrounded by a Magma Barrier that takes 90% of Damage from Hits up to a fixed amount
When the Magma Barrier is depleted it explodes for massive Fire Damage
Barrier returns 10 seconds after exploding
Periodically spawns Fire Volatiles that chase players (9 second cooldown)
Mana Siphoner
50% of Physical Damage Converted to Lightning Damage
25% of Physical Damage as Extra Lightning Damage
30% increased Lightning Damage
+40% to Lightning Resistance
Immune to Lightning Ailments
Surrounded by a Mana Siphoning Ring Aura
Enemies in the Aura take Lightning Damage Over Time and lose Mana every second
Enemies standing inside the Ring are not affected by the Aura
Storm Herald
50% of Physical Damage Converted to Lightning Damage
25% of Physical Damage as Extra Lightning Damage
30% increased Lightning Damage
+40% to Lightning Resistance
Immune to Lightning Ailments
Casts Lightning Storms targeting Enemies
Soul Eater
Gains Souls when nearby allies die
Each Soul grants 5% increased Damage, Attack Speed and Cast Speed
Summons a Phantasm monster every 4 seconds
Corpse Detonator
+40% to Fire Resistance
Creates Corpses nearby (10 second cooldown)
Ignites nearby Corpses, detonating them after a duration
Evocationist
Ignites on Hit
Shocks on Hit
All damage with Hits can Ignite
All damage with Hits can Shock
All damage with Hits can Chill
+50% to all Elemental Resistances
50% of Physical Damage as Extra Damage of a random Element
Mirror Image
Periodically creates several clones (8 second cooldown)
Clones do not inherit any mods from the original monster
Corrupter
Inflicts Corrupted Blood on Hit
Inflicts Corrupted Blood when Hit
Invulnerable
Rare Minions cannot be damaged while Rare monster is alive
30% chance to Block Attack Damage
30% chance to Block Spell Damage
Every 9 seconds cannot be damaged for 4.5 seconds
Crystal-skinned
+40% to all Elemental Resistances
40% of Physical Damage as Extra Damage of a random Element
Fires crystals under Player's when they hit you (0.2 second cooldown)
Crystals deal no damage and despawn after 12 seconds
When the Rare monster dies all crystals charge up and explode, dealing Cold damage
Empowered Elements
Every four seconds gain a new affinity cycling between Fire, Cold, Lightning, Physical and Chaos
While you have an affinity you have 90% reduced Damage Taken from all other damage types and 50% increased Damage taken of the affinity damage type
Fire Affinity grants 100% of Physical Damage as Extra Fire Damage
Cold Affinity grants 100% of Physical Damage as Extra Cold Damage
Lightning Affinity grants 100% of Physical Damage as Extra Lightning Damage
Physical Affinity grants 60% increased Physical Damage
Chaos Affinity grants 30% of Physical Damage as Extra Chaos Damage
Effigy
Summons an Effigy of a targeted player (10 second cooldown)
Effigy links to target player, while linked all damage from Hits taken by the Effigy is also taken by the player as reflected damage
Effigy can taunt other Enemies to attack it
Running away from the Effigy will sever the link between it and the player
Trickster
Suppress Spell Damage
Prevent +10% of Suppressed Spell Damage
50% less Damage Over Time Taken
Non-Damaging Ailments Reflection
Every 8 seconds go into Flee for 4 seconds
While fleeing avoid 75% of Damage from Hits, gain 200% increased Movement Speed and 1000% increased Evasion Rating
While fleeing cast Frost Walls targeting players (1.5 second cooldown, 1.5 second global cooldown)
Opulent
5000% increased Quantity of Items Dropped
20000% increased Rarity of Items Dropped
Creates Cursed Urns which can contain valuable loot but apply Gambler's Greed for 10 seconds
Gambler's Greed increases damage taken by 20% and reduces action speed by 10% per stack (maximum 5 stacks)
Lunaris-touched
50% increased Damage
+60% to Cold Resistance
10% additional Physical Damage Reduction
Spawns apparitions of Lunaris which use their skills
Solaris-touched
50% increased Damage
+60% to Fire Resistance
10% additional Physical Damage Reduction
Spawns apparitions of Solaris which use their skills
Arakaali-touched
50% increased Damage
+60% to Chaos Resistance
10% additional Physical Damage Reduction
Spawns apparitions of Arakaali which use their skills
Brine King-touched
50% increased Damage
+60% to Cold Resistance
20% additional Physical Damage Reduction
Spawns apparitions of the Bring King which use their skills
Tukohama-touched
50% increased Damage
+60% to Fire Resistance
20% additional Physical Damage Reduction
Spawns apparitions of Tukohama which use their skills
Abberath-touched
50% increased Damage
+60% to Fire Resistance
15% additional Physical Damage Reduction
Spawns apparitions of Abberath which use their skills
Shakari-touched
50% increased Damage
+60% to Chaos Resistance
10% additional Physical Damage Reduction
Spawns apparitions of Shakari which use their skills
Innocence-touched
50% increased Damage
+40% to all Elemental Resistances
15% additional Physical Damage Reduction
Spawns apparitions of Innocence which use their skills
Kitava-touched
50% increased Damage
+30% to all Elemental Resistances
25% additional Physical Damage Reduction
Spawns apparitions of Kitava which use their skills
Notes:
We haven't described where certain effects add bonuses to Rare Minions (the normal monsters that spawn alongside a rare) unless they are important for the functionality of the mod.
We haven't described where mods differ on magic monsters, but generally things like auras are not present on magic monsters and certain effects occur less frequently on magic monsters. Many of the rare mods do not appear on magic monsters at all as they are too complex. There are also three mods that only appear on magic monsters: Voidspawn of Abaxoth, Spirit Walker and Union of Souls (not described above)
Rarer modifiers (towards the bottom of the list) also grant additional monster life bonuses and even better drops.
I'm totally cool with that. I like the concept a lot. I experimented heavily with IL (but not HH) in the last league and it was very fun.
Edit: I am not saying there arent other big chase items just HH is and has been forever THE chase item.
It also leaves out all the random garbage monsters fling at you or paint the ground with.
GGG2: "Nothing as long as we take away the rewards that were previously tied to those buffs."
I'm not a hardcore or SSF player so I didn't lose much with the 30ish deaths I took during the campaign, but made me regret not taking the first week off while they iron out bugs like I had been doing previously. Sometimes you lose by missing out on taking advantage of an oversight that gives everyone loot explosions but more often than not you just save on frustration.
My perspective is that those exploits are usually in maps (or just prior to maps in the case of Quarry stuff), and it gets fixed on day two when I'm still in the Acts. The only people who can exploit it are people able to treat the game as a job.
https://clips.twitch.tv/EnthusiasticCuteChowderRickroll-5X6vKmSnb7umfSfp
I've tried messing with settings, but there really aren't many useful settings. I think it's lighting stuff, but I can't fully disable bloom and such to see if it gets more stable. Combine performance issues with the new insta-gib difficulty of some rares and... yeah.