13 Full Cleared Mono's, 0 Nemesis

I’ve near full map cleared all 13 of them yet got 0 Nemesis encounters. Is this normal or a bug? Only 1/13 of them were the waves, so really I had 12 chances. All of them are in Fall of the Empire, I was getting Nemesis regularly (every 2-4 mono’s) until I got here. I’m near full map clearing all of them specifically to see how many it’s taking me just too find a single one.

I’ve found it very random. On one character I found them on at least every other map it seemed but on the character I’m on now I rarely see them.

My gut instinct so far based on my encounters with them is the just need to always populate on a map. 9 times out of 10 I’m banishing it because it has zero items that I’m interested in. If there only populating randomly the chances of getting useful ones is now even worse.

And I say gut instinct because I haven’t yet figured out if I’m doing it correctly. I might be missing something about them that I’m clueless of. :crazy_face:

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The pool appears to be random and not in any way related to the spec your running. I recommend they hot fix change that, as nemesis to me is supposed to be a crutch to ensure player gets gear they can use, or at least class specific shards.

In a game with so much rng, I think I assumed along others, that it would be a way to lower it. If this means making nemesis more rare, but increasing its quality would be nice.

I don’t think you should HAVE to explore monos for a chance to see them. Just put an indicator if they spawn, then going out of the way is 100% worth it. Otherwise you are still incentivized to just speedrun the map and leave.

The whole point of adding Nemesis and Exiled Mages was to create variation in the monos, add random encounters, and make exploring them rewarding tho …

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agreed. More random content is good and you should be rewarded for exploring a little bit (not too far away from objectives). I think the lack of any seasonal content is making the feeling of not getting a “good” mono more noticeable though.

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Well, this goes against the design intentions I think EHG has. They’ve never wanted rushrushrush to mono objective rinse/repeat. That’s why I think we’re likely to see several more ‘events’ added to monos over the coming few seasons. They want to incentivize exploration.

my bad, @Makszi and @TriiipY made the point already.

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I realize it’s their design but it currently seems to be more efficient just to speed run the monos.

Maybe things have changed in POE, but it was more efficient to map clear, and thus explore, there for XP and drops. LE needs a more predictable incentive imo.

I think this would make people enter a monolith, check if a nemesis has spawned, if not immediately leave the monolith and then enter it again.

PoE had this a (long) while ago - when the Forsaken Masters were introduced, the loading screen would be longer for areas in which they had spawned. People then kept respawning campaign areas over and over until they got a master.

This is because NONE of the side-objectives grant bonus stability. Killing the mage is wasted time, the chest is only a small amount of extra loot and the harbingers are only good if you get a good roll.

There is no reason to actually do them until you have unlocked every timeline and farmed a bunch of curruption because they actually slow down mono farming.

If you do that in LE you lose the rewards for that map correct? They could simply make it if they retry a monolith node the nemesis wont spawn if that is an issue.

Sorry, I’m not explaining myself properly (English still dazzles me sometimes).

It feels like what people are asking is some kind of indicator that would display, in a monolith’s map, if a nemesis has spawned in it or not. Something that would be visible as soon as someone has entered that monolith.

If this were to be implemented, I think people would do the following:

  • Enter a monolith
  • As soon as they have entered, before killing a single enemy or taking a single step, look at the monolith’s map to see if a nemesis has spawned.
  • If a nemesis has not spawned, leave the map.
  • Then enter the same monolith again, and check the map again

And over and over, until a nemesis spawns. They wouldn’t have to kill a single enemy to keep respawning monoliths like this.

No. That used to be the case but now you can leave and re-enter with no real detriment. If you leave by using the TP, opening map and going to another waypoint, or anything else besides dying, it only changes to objective and the random map events.

That’s why it’s possible to exit and re-enter to see if one is there if there is a pointer as soon as you enter.

They could probably fix that if they wanted. Just locked the instance once you’ve entered. but that means storing it which they won’t want to do.

Since posting to this thread I did start exploring a bit more. There seems to be a pretty high rate of nemesis spawns in echoes.

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It’s not that they don’t want to. It’s a performance issue. When they can fix that, they will create instanced zones that persist.

From what I’ve seen so far, their spawn rate seems to be similar to both Mages and caches. Meaning they spawn in most echoes (except special ones like arena, obviously). It’s just that many times they’re not along the path you take so you don’t see them many times.

I’ve actually had an arena map where a cache spawned. I thought it was interesting and I’m not sure if they are supposed to be possible or if this was just a bug. But yes, I agree that their spawn rate seems similar to the other two.

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Really? I’ve never had that happen to me. Might be a bug with 1.1 or just with that particular instance.

Or maybe it’s just extremely rare but still possible.

Yeah, I really don’t know which one so I never put in a bug report. If they come back and say it should not happen and I see it again then I’ll definitely report it. Until then, I’ll just wait and see.

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