Increase enemy impact by lowering the damage.

Yes this might sound controversal at first but hear me out.

In the current endgame we have the situation "1-tap or get 1-tapped"...there is practicaly no real fight with mobs in endgame and later not even with bosses.

The damage in endgame is way to overtuned, ours and the enemy damage aswell.

Let us have real fights pls....let us feel the impact of the sword if an enemy trashmob hits our armor, or feel the deflection of the energy shield if a arrow hits it....or even let the character make an automatic & cool looking evade animation if the statt "evade" happens.

All stats on our gear should matter, feel different and being impactful, not just being a number that has to be raised.

But this only works if the enemy damage is at the right spot, as well as ours....If everything is about 1-tapping mobs 99,99% of the time than it makes DMG the only relevant statt on our gear and the rest just being a generic number.

Currently increasing defense layers just feels like buying more lottery tickets and pray that we always draw the ticket number we own when we get hit (or get 1-tapped if not)

"Difficulty" shouldn't be tied around a 1-hit mechanics most of the time...this only leads to a stressfull buttonmashing 1-tap fiesta clearing enemies 2 screens away, becasue if we get hit once the map fails and we are punished the run an "empty" map.

Difficulty should be about being scared about certain enemies or even trashmob groups as higher we go becasue they need a certain tactic to be beaten and requires more than just good gear.

Remember about your first time "Butcher" in Diablo 1?....Yes this kind of scarry and difficult, even with very good gear and throughout every phase of the game.

Currently I can't even name 1 white, blue or yellow mob becasue they practicaly don't differ from each other and all are practicaly the same 1-tap pixel (becasue if I don't 1-tap them they 1-tap me).

Let player skill matter more in endgame than just raw damage numbers and defense stats being more impactful to allow 2-3 more mistakes in those mechanicaly difficult fights even vs trashmob groups (But not to powerfull that it makes us immortal...player skill and the knowledge when to use the right ability should still matter the most).

And as higher the difficulty also as higher the defense layers of enemy mobs aswell, not just via map mods....so even the jump from T1 to T2 matters a lot and require better gear.
Last edited by CroDanZ#1818 on Mar 31, 2026, 11:12:07 PM
Last bumped on Apr 2, 2026, 7:05:32 PM
If Devs raise mob's life 5x times and also the same for players then the fights will be impactful. Dodging and avoiding hits from both sides should increase combat status to a more meaningful fight. Right now mobs have 0% intelligence and actually run like rabbits towards trap. No rest for the Wicked made 100% impactful combats even with small mobs.

Also exp gain should be tripled becouse time duration clearings of maps will be significantly increased.
-1

Game is already too easy and stuff was over nerfed already in the campaign

"
CroDanZ#1818 wrote:
In the current endgame we have the situation "1-tap or get 1-tapped


If you don’t build properly it is



If you’re getting “one tap pixeled “. By a white mob, the build is the problem, possibly someone not having a keyboard/paying attention as well
Mash the clean
Last edited by Mashgesture#2912 on Apr 1, 2026, 12:11:56 AM
"
-1

Game is already too easy and stuff was over nerfed already in the campaign


I fear you've completely misunderstood my post.....I want the game to become way harder in endgame, not easier. ^^

As said currently the game is a 1 tap fiesta, even vs bosses (means way to easy)....and this with around 10-15 Divs investment (depends if a build is meta or not).

You can't even tell the difference between a T1 map or T6 map (or T9 and T15), it's practicaly the same and needs no gear upgrade.

Same with mobs....you can't tell the difference between white mobs and yellow mobs, becasue they're all 1-tap placeholder in endgame even with trash gear.

But to make the game more challanging mecahnicaly vise we have to get rid of 1-tap enemies in return....oithervise increasing DMG + running builds that clear mobs 1-2 screens away is all what matters.
Last edited by CroDanZ#1818 on Apr 1, 2026, 2:43:11 PM
"
If Devs raise mob's life 5x times and also the same for players then the fights will be impactful. Dodging and avoiding hits from both sides should increase combat status to a more meaningful fight. Right now mobs have 0% intelligence and actually run like rabbits towards trap. No rest for the Wicked made 100% impactful combats even with small mobs.




Yup simply increasing the total life would be 1 soulution (and probably the most easy one)....but this would also lead to DMG stacking and DMG being the only stat what matters (bullet sponge effect)

What I have in mind here is more complex by adding certain defense layer to mobs as harder the content....means not only DMG matters, also player skill and mob knowledge and how to counter different mobs.

F.e. mobs with a big shield and being invincible while having the shield or vs attacks in shield direction.

To fight such mob we have different options:

- Break the shield (with armor break).
- burn the enemy (so he put down the defense to get rid of the burn)
- Freeze the enemy (so we can attack him from behind)
- Shock the enemy (so hes open for a short duration)
- Try to poison the enemy with ground effects.
etc....

Different enemies with different attack patterns and defense abilities.

And as higher we get into the map Tier as more those abilities could stack and require combo playstyle.

F.e. the same shield guy could be immune to elemental allinments in T16 maps, protected by 2 healer in the back and cleansing ground.

MEans shock, burn, freeze and even poison ground won't help here and we as player have to take a different approach to beat this mob



"
Also exp gain should be tripled becouse time duration clearings of maps will be significantly increased.


Love this idea...more effort = more XP.

So even single target builds are viable in mapping, not just the "clear 100 screens with 1 button press" builds. :)
Last edited by CroDanZ#1818 on Apr 1, 2026, 2:45:45 PM
"
CroDanZ#1818 wrote:
"
If Devs raise mob's life 5x times and also the same for players then the fights will be impactful. Dodging and avoiding hits from both sides should increase combat status to a more meaningful fight. Right now mobs have 0% intelligence and actually run like rabbits towards trap. No rest for the Wicked made 100% impactful combats even with small mobs.




Yup simply increasing the total life would be 1 soulution (and probably the most easy one)....but this would also lead to DMG stacking and DMG being the only stat what matters (bullet sponge effect)

What I have in mind here is more complex by adding certain defense layer to mobs as harder the content....means not only DMG matters, also player skill and mob knowledge and how to counter different mobs.

F.e. mobs with a big shield and being invincible while having the shield or vs attacks in shield direction.

To fight such mob we have different options:

- Break the shield (with armor break).
- burn the enemy (so he put down the defense to get rid of the burn)
- Freeze the enemy (so we can attack him from behind)
- Shock the enemy (so hes open for a short duration)
- Try to poison the enemy with ground effects.
etc....

Different enemies with different attack patterns and defense abilities.

And as higher we get into the map Tier as more those abilities could stack and require combo playstyle.

F.e. the same shield guy could be immune to elemental allinments in T16 maps, protected by 2 healer in the back and cleansing ground.

MEans shock, burn, freeze and even poison ground won't help here and we as player have to take a different approach to beat this mob



"
Also exp gain should be tripled becouse time duration clearings of maps will be significantly increased.


Love this idea...more effort = more XP.

So even single target builds are viable in mapping, not just the "clear 100 screens with 1 button press" builds. :)



+1 to this. I think the major issue here is that most monsters either dieing too quickly or firing to quickly to make you die. There's no actual combat between char and monsters. Only who is faster to interact with skills. It's pathetic implementation to see huge size monster falling like mosquitos in ground by one tap hit....

I play recently NRFTW and really enjoyed every fight even if i lost 70%-80% during small mobs fights.


Raising life is the first step but it needs surely more things to make a combat meaningful. One of them is (AND IS VERY IMPORTANT) to make monsters use their intelligence to avoid hits by dodging or using shield to hits.
The second is the ability to Auto-heal periodically but during this procedure not able to fight or defend.

Seems to me that Poe2 is worse than poe1 becouse follow copyed rules that can't be existing near Vision. And the vision it's not only Jonathan's but a will of most players who believed in something completely new and challenging.
"
Lina#9615 wrote:
"
CroDanZ#1818 wrote:
"
If Devs raise mob's life 5x times and also the same for players then the fights will be impactful. Dodging and avoiding hits from both sides should increase combat status to a more meaningful fight. Right now mobs have 0% intelligence and actually run like rabbits towards trap. No rest for the Wicked made 100% impactful combats even with small mobs.




Yup simply increasing the total life would be 1 soulution (and probably the most easy one)....but this would also lead to DMG stacking and DMG being the only stat what matters (bullet sponge effect)

What I have in mind here is more complex by adding certain defense layer to mobs as harder the content....means not only DMG matters, also player skill and mob knowledge and how to counter different mobs.

F.e. mobs with a big shield and being invincible while having the shield or vs attacks in shield direction.

To fight such mob we have different options:

- Break the shield (with armor break).
- burn the enemy (so he put down the defense to get rid of the burn)
- Freeze the enemy (so we can attack him from behind)
- Shock the enemy (so hes open for a short duration)
- Try to poison the enemy with ground effects.
etc....

Different enemies with different attack patterns and defense abilities.

And as higher we get into the map Tier as more those abilities could stack and require combo playstyle.

F.e. the same shield guy could be immune to elemental allinments in T16 maps, protected by 2 healer in the back and cleansing ground.

MEans shock, burn, freeze and even poison ground won't help here and we as player have to take a different approach to beat this mob



"
Also exp gain should be tripled becouse time duration clearings of maps will be significantly increased.


Love this idea...more effort = more XP.

So even single target builds are viable in mapping, not just the "clear 100 screens with 1 button press" builds. :)



+1 to this. I think the major issue here is that most monsters either dieing too quickly or firing to quickly to make you die. There's no actual combat between char and monsters. Only who is faster to interact with skills. It's pathetic implementation to see huge size monster falling like mosquitos in ground by one tap hit....

I play recently NRFTW and really enjoyed every fight even if i lost 70%-80% during small mobs fights.


Raising life is the first step but it needs surely more things to make a combat meaningful. One of them is (AND IS VERY IMPORTANT) to make monsters use their intelligence to avoid hits by dodging or using shield to hits.
The second is the ability to Auto-heal periodically but during this procedure not able to fight or defend.

Seems to me that Poe2 is worse than poe1 becouse follow copyed rules that can't be existing near Vision. And the vision it's not only Jonathan's but a will of most players who believed in something completely new and challenging.


different taste

I dont like to fight against monster 500 years.

I want do feel like a god after completing my build.

1 tapping the whole map is insane.

NRFTW is a unfun game for me.
Last edited by Darosius#3984 on Apr 1, 2026, 4:30:02 PM
"
CroDanZ#1818 wrote:
"
-1

Game is already too easy and stuff was over nerfed already in the campaign


I fear you've completely misunderstood my post.....I want the game to become way harder in endgame, not easier. ^^

As said currently the game is a 1 tap fiesta, even vs bosses (means way to easy)....and this with around 10-15 Divs investment (depends if a build is meta or not).

You can't even tell the difference between a T1 map or T6 map (or T9 and T15), it's practicaly the same and needs no gear upgrade.

Same with mobs....you can't tell the difference between white mobs and yellow mobs, becasue they're all 1-tap placeholder in endgame even with trash gear.

But to make the game more challanging mecahnicaly vise we have to get rid of 1-tap enemies in return....oithervise increasing DMG + running builds that clear mobs 1-2 screens away is all what matters.


You’re not juicing your maps enough then
Mash the clean
"
different taste

I dont like to fight against monster 500 years.

I want do feel like a god after completing my build.

1 tapping the whole map is insane.

NRFTW is a unfun game for me.


Even if I love NRFTW this kind of gameplay won't fit to POE2 either....I'm talking about a good middleground.

Where you still feel like a god when min/maxed but where knowing mob types and player skill matter aswell to have the most success.

Currently you could replace all mobs & bosses in the game with 2 pixel bowling pins and it wouldn't make any difference.

We have such amazing mob & boss designs in POE2 but all of that doesen't matter becasue they're all 1-tap pixels anyway even with OKish gear.

And we already have tons of ARPGs on the market whre you can brain AFK 1-tap pointles pixels in 99,99% of the game without any challange....do we need another one with POE2?


"
You’re not juicing your maps enough then


I played those uber juiced maps ("Double Curse", double "damage as extra Cold, Chaos,...", "Endurance/Frenzy/Power on hit", etc....all on 1 map), and they're the perfect example of the 1-tap or get 1-tapped playstyle I'm talking about here.

There is no real fight here....either you kill the mob within 1 sec offscreen or you're dead sometimes even from nowhere (bad visible ground effect f.e.)......defense stats don't even matter at this point anymore.

Let us have real and hard combat even is super juiced maps and defense that matter and act in an unique way, depends what you've picked (as stated in my first post).

Spamming dodgeroll to avoid certain ground effects and spam skills to kill mobs 1 screen away is everything but surely not engaging ....there is no satisfaction here when we win a fight, we just killed a pointles pixel before we even see it because othervise it would 1 tap us.
Last edited by CroDanZ#1818 on Apr 1, 2026, 5:18:02 PM
"
CroDanZ#1818 wrote:



"
You’re not juicing your maps enough then


I played those uber juiced maps ("Double Curse", double "damage as extra Cold, Chaos,...", "Endurance/Frenzy/Power on hit", etc....all on 1 map), and they're the perfect example of the 1-tap or get 1-tapped playstyle I'm talking about here.

There is no real fight here....either you kill the mob within 1 sec offscreen or you're dead sometimes even from nowhere (bad visible ground effect f.e.)......defense stats don't even matter at this point anymore.

Let us have real and hard combat even is super juiced maps and defense stats acting in an unique way, depends what you've picked.

Spamming dodgeroll to avoid certain ground effects and spam skills to kill mobs 1 screen away is everything but surely not engaging ....there is no satisfaction here when we win a fight, we just killed a pointles pixel before we even see it because othervise it would 1 tap us.
. Show your build then

Ninja is blank for you

Not believing your story about how you think tiers of maps are not that different

And that everything turns into 2 screen away clear

And one taps


Etc…


Mash the clean

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