Soul Eater suggestion
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Soul eater is an extreme outlier on rare monster modifiers, please nerf it. It is unfair when a monster has soul eater, adaptive resistances and any other tank modifier that affects any particular build, that monster is way too tanky and must be fled from every time.
Wiki says that the effect of soul eater on monsters is: "For monsters, in addition to increased attack speed and cast speed, Soul Eater also provides 2% less damage taken per soul consumed, up to 90% less damage taken at 45 souls. Enemies gain souls from other enemies that die nearby them." 90% less damage taken on top of 75% resistance and whatever does adaptive resistance (confirmation needed, wiki says "Grants +#% resistance and +#% maximum resistance matching the highest damage type taken (Fire, Cold, Lightning or Chaos) from a hit" is dealing about 1% of total damage, and that can even keep going down with enrage or the monster having extra life and/or extra energy shield. Suggestion 1: Cap souls damage reduction being like 50% instead of 90%. Suggestion 2: Soul decay starts when souls have not been gained in the last 4 seconds, Rares with soul eater summon a phantasm every 4 seconds so they never lose souls, delete this or change it to not be permanent sustainable. Last bumped on Mar 18, 2026, 10:27:25 PM
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I personally have no issue with it (I hate corpse explosion and invulnerability aura way more) but it's hilarious that a frigging monster modifier that is so universally hated is still kept in the game. Like, apart from Headhunter adrenaline boost, what is even its purpose?
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