Raging Spirits issues
Hello, as someone who enjoyed SrS in poe1, and Raging Spirits in PoE2 0.1.0 i decided to create this post, even if i dont believe it will change anything. I have over 1000 hours on my raging spirits character in 0.1.0, and knowing how many problems this minions have, and seeing how worse they became in 0.2.0, at this point, they could not even exist, cause this is completely unpleyable.
Theres few big issues that makes them horrible, that i wanna mention here: Raging Spirits Quality is a meme: 20% quality of raging spirits, makes the maximum number of them increase from 10 to 11, which is basically useless for many reasons. In 0.1.0 you could spawn 5 of them by casting 1 fire spell, then to reach limit, you had to cast 2 fire spells, after that, you had to cast 3rd fire spell, to summon 1, which is already terrible, but whats even worse, pressing this fire spell for the 3rd time, was not only spawning 1 extra, it was despawning 4 of them from your first fire spell cast, just to spawn 1 extra... It was literally better to have raging spirits gem without quality, because having it, made them do less dps, making 4 of them just dissapear from the target they were already attacking, and appearing as new minions, who take their time, before they even start moving after spawning. In 0.2.0 we got the nerf, that now u can only spawn 2 at once, which paradoxically makes their quality better, because now u only waste 1 of them instead of 4. How silly it is, that nerfing a gem, makes it quality less worse. Raging Spirits spawn is bugged/badly coded: Most of the ppl probably dont even pay attention, but after using for example flame wall, u can clearly see, that theres a fair amount of time, between them appearing and them starting to move, it takes them between 0.5s to 1s before they even react. This is rly annoying and should not work like that. Raging Spirits cant even catch up win monsters: It is ridiculous to watch your raging spirits trying to catch up with monsters, that are way faster, even if i picked up every possible minion movement speed node that exist in the game. Monsters are running after player, while raging spirits trying to catch them for 10seconds, and doing 0 dmg, untill u actually stand still, face tank everything, so this way monsters stand still, so your spirits can actually attack. Raging Spirits are flying offscreen for no reason: Thats probably most annoying part of this, in situation where i have a rare mob infront of my face, i spawn 10 of them, and 9 of them are flying somewhere offscrean, in totally random directions, to kill some white mobs, while im fighting for my life, facetanking mobs. How in the world that makes sense for them to fly somewhere, for like 70% of their duration just to attack once and dissapear... Make them attack closest target or something, btf anything than what we have now, will be better. Spawning max 2 of them at time: I understand that change was for some reason, but how it ended is that raging spirits are unplayable as an endgame choice main minions, and with no ways to spawn more, they are just bad leveling minions with a terrible endgame potential. I dont think that should be a case for any ability. Raging Spirits dmg is top tier comedy: With level 40 raging spirits which is maximum in this game, picking up every possible minion damage node, having 110% extra damage as chaos, basically investing everything that exists in this game into their damage, they cant even kill a white mob with 1 hit sometimes, this is ridiculous. As one of few ppl who played raging spirts as their main minions since the early access release, my feedback cant be different, they were not good before, and they are unplayable now. It is not fun, it makes me more upset trying to play with them, than it is worth to keep trying, and no, i dont wanna play other generic single existing minion build in the game, or some lightning arrow, that 80% of the ppl is playing, thats not why i choose PoE. Thanks for your attention, and have a great day/night. Last bumped25 апр. 2025 г., 14:02:40
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