Feedback and Suggestions - Get rid of souleater - Forum - Path of Exile (2024)

I have no idea what the internal attachment is to this stupid mod but it will not ruin the challenge ecosystem of the game to remove it. It is broken af. Skipped the last league, came back, somewhat enthused about the new league and then I pop into a low level heist mission and the broken number bloat strikes again. Give it a nice burial, wave goodbye to it, throw it in the dumpster.

Last bumped on Oct 9, 2024, 9:56:51 AM

Feedback and Suggestions - Get rid of souleater - Forum - Path of Exile (1)

Posted by
morganbritches
on Aug 1, 2024, 5:49:57 PM

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Or make it drop significanrly more when its fed.

Tho it opens ways to abyse..

But its better than now.

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Posted by
DarkJen
on Aug 1, 2024, 5:55:04 PM

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they will not ger rid of it since they are too proud of what they already added to the game without any quality control.

simple rule -> money comes in -> good game -> continue doing what you do

there is no quality control... we are all beta testers in the end for POE2

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Posted by
b44dss
on Aug 1, 2024, 5:56:45 PM

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"

b44dss wrote:

they will not ger rid of it since they are too proud of what they already added to the game without any quality control.

simple rule -> money comes in -> good game -> continue doing what you do

there is no quality control... we are all beta testers in the end for POE2

As far as gameplay mechanics go, it's the equivalent of the water in the bottom of a dumpster. People have been asking to get rid of it for at least the last 3 leagues, I assume for however long it has been around. It's just an "I win" button for the game.

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Posted by
morganbritches
on Aug 1, 2024, 6:03:14 PM

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Agreed, also they should remove reflect mods on maps/atziri, no regen/leech mods
And definitely remove reflect ailment mods. Nothing like getting frozen for 5 seconds randomly.

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Posted by
roundishcap
on Aug 1, 2024, 7:08:10 PM

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Should drop monsters that damage you with attacks too, that's always killing me. In fact, what if monsters were just replaced with barrels that drop stacks of divs. Actually, just put the barrels directly in my hideout.

I agree though, soul eater sucks. Mostly because I don't understand it.

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Posted by
askreet
on Aug 2, 2024, 12:46:32 AM

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"

askreet wrote:

Should drop monsters that damage you with attacks too, that's always killing me. In fact, what if monsters were just replaced with barrels that drop stacks of divs. Actually, just put the barrels directly in my hideout.

I agree though, soul eater sucks. Mostly because I don't understand it.

Soul eater should drop a div... otherwise, I don't really mind most of the other mods, because most of the other mods seem like someone actually spent time thinking about them. There's nothing to understand about soul eater. You kill more mobs and the souleater mob gets exponentially more powerful, until it seems like someone forgot to carry some numbers and letters in the programming code. It's a lazy attempt to give the finger to zoom zoom streamer types, because this game runs mostly on developer hubris.

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Posted by
morganbritches
on Aug 2, 2024, 4:24:42 AM

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I think a more fair alteration to the Soul Eater buff would be to give it a timed duration, eg. 8 seconds - after which a stack expires, and gaining any new stacks renews the countdown.

This means if you pop a large crowd instantly, the soul-eater will hit the 45-stack limit instantly and be absolutely devastating - something that already exists.

However, the difference being that now you can (potentially) run away or kite it until the buffs expire if it's too stacked and you are unable to sustain a blow-for-blow, toe-to-toe fight with it.

In the scenario where a player goes toe-to-toe, the fight time would be significantly reduced but not made meaningless. If a character can sustain a soul-eater fight for 8 seconds, they can just as easily sustain it for 800, which is currently the case - this would prevent the snooze-inducing-button-holding-festival of whittling down a mob which can nearly out-regen your dps, without removing the fact that if the soul-eater is in fact that 1-in-100 deadly combo of mods and souls which makes combat a fatal mistake, you're not lasting more than 3-4 seconds anyways.

This would prevent the bricking of instances where an uber-eater (lol) monster now resides, blocking progression. It will also make it feel more fair for tanky players because they will have the choice of running away and letting the buff expire, or going toe-to-toe.

Currently it's a sad choice - you either A) can fight it or B) run away and hope it's not blocking anything or preventing any progression. This is why the mod feels bad - you can end up in what feels like unwinnable situations.

I think the impact of this change would realistically only change (B) in a way that lets you wait-out the stacks, and come back to a safer fight, and a non-bricked situation.

Although it may still feel unfair if there's necromancers or a rare with the mod which results in the soul eater summoning their own ads, feeding themselves - maybe non-xp-granting mobs also shouldn't count as 'souls' to be eaten.

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Posted by
karsey
on Oct 8, 2024, 5:14:24 PM

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"

karsey wrote:

I think a more fair alteration to the Soul Eater buff would be to give it a timed duration, eg. 8 seconds - after which a stack expires, and gaining any new stacks renews the countdown.

This means if you pop a large crowd instantly, the soul-eater will hit the 45-stack limit instantly and be absolutely devastating - something that already exists.

However, the difference being that now you can (potentially) run away or kite it until the buffs expire if it's too stacked and you are unable to sustain a blow-for-blow, toe-to-toe fight with it.

In the scenario where a player goes toe-to-toe, the fight time would be significantly reduced but not made meaningless. If a character can sustain a soul-eater fight for 8 seconds, they can just as easily sustain it for 800, which is currently the case - this would prevent the snooze-inducing-button-holding-festival of whittling down a mob which can nearly out-regen your dps, without removing the fact that if the soul-eater is in fact that 1-in-100 deadly combo of mods and souls which makes combat a fatal mistake, you're not lasting more than 3-4 seconds anyways.

This would prevent the bricking of instances where an uber-eater (lol) monster now resides, blocking progression. It will also make it feel more fair for tanky players because they will have the choice of running away and letting the buff expire, or going toe-to-toe.

Currently it's a sad choice - you either A) can fight it or B) run away and hope it's not blocking anything or preventing any progression. This is why the mod feels bad - you can end up in what feels like unwinnable situations.

I think the impact of this change would realistically only change (B) in a way that lets you wait-out the stacks, and come back to a safer fight, and a non-bricked situation.

Although it may still feel unfair if there's necromancers or a rare with the mod which results in the soul eater summoning their own ads, feeding themselves - maybe non-xp-granting mobs also shouldn't count as 'souls' to be eaten.

It already works this way. After it didn't eat a soul for (I think) 4 seconds, it will start to lose stacks per second.

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Posted by
Sadaukar
on Oct 8, 2024, 7:03:15 PM

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"

roundishcap wrote:

Agreed, also they should remove reflect mods on maps/atziri, no regen/leech mods
And definitely remove reflect ailment mods. Nothing like getting frozen for 5 seconds randomly.

The game has defense mechanics that will resolve all of these issues. You should be building ailment immunity into every build.

No leech and reflect are rare enough that you can make them a situational gear/passive swap or just not do that content.

“Freedom is what we do with what is done to us.”

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Posted by
Piousqd
on Oct 9, 2024, 7:26:00 AM

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