Petrified Amber - Necro Thread of an over 2 years old issue
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Original Post: https://www.pathofexile.com/forum/view-thread/3545808
So two years later, and this issue of enemies that can be immortal and annihilate petrified amber deposits is still a thing. I got an even better dose of this today, as the originator map I rolled had "all rares revive temporarily" meaning every single rare I killed at the amber deposit revived to swipe at it again and unjustly remove some of my hard earned reward. The amber fight should END when all enemies are killed and IGNORE revived enemies entirely. Non-amber related enemies should NOT be allowed to hit + danage the tree (which I swear was a thing previously, but now I am seeing regular enemies damage the tree. I have no idea if this is a bug ORE a new terrible "feature"). Certain damaging field mods such as storm herald should NOT be allowed to abritrarily annihilate the tree. This mechanic really needs more structure. If you want us to defend the tree, fine. But make sure player's aren't losing their hard earned reward to unfair, unbalanced, & / "ORE" unjust mechanics. This has been especially annoying this league, as the amber tree spawn rate for me in mapping has been 1/2 to 2/3 of all my ore deposits. It's the mechanic I hate the most from kingsmarch ore, as its the MOST unbalanced. Even tho I should be happy to get "tier 3/5 ore" its really hard to enjoy a fight I have zero agency over and can lose entirely to one bad rare or some other mishap. Please revise / review the amber tree mechanic + rebalance. State of Beyond Mechanic: https://www.pathofexile.com/forum/view-thread/3568084 State of Blight Mechanic: https://www.pathofexile.com/forum/view-thread/3568078 Last bumped on Mar 28, 2026, 2:31:55 PM
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Ore (heh), alternatively you can account for this risk by rolling out of that mod for your maps.
Considering how dirt cheap T16.5 maps are this league versus reward, you can afford a few more rerolls per map. PoE players: Our game has a wide diversity of builds.
Also PoE players: The [league mechanic] doesn't need to be nerfed, you just need to play a [current meta] build! The others found strength in their Afflictions. They became reliant on juice. I am not so foolish. |
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" That still doesn't account for rare enemies that SPAWN with the modifier from the mechanic itself. That map mod was just an example of what CAN happen in extreme instances, but doesn't negate the fact you can just "lose" the ore because an enemy spawns from the encounter ITSELF with mods that just cheat you out of a reward. And this has indeed happened multiple times losing 20-40% because the rare enemy "happened" to spawn with those mods. There isn't really any ability to account for that kind of risk when the enemy sticks around after death just to piss on your profits out of spite & bad design. State of Beyond Mechanic: https://www.pathofexile.com/forum/view-thread/3568084
State of Blight Mechanic: https://www.pathofexile.com/forum/view-thread/3568078 |
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![]() As if to FURTHER PROVE MY POINT, I just got a map spawn that didn't know where to put the ground that spawns the enemies for some reason, SO IT PUT IT BENEATH THE DAMN TREE. I am 99% sure that's not supposed to happen. State of Beyond Mechanic: https://www.pathofexile.com/forum/view-thread/3568084
State of Blight Mechanic: https://www.pathofexile.com/forum/view-thread/3568078 |
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