this part i don’t agree with
i think a few of the enemy mutators are actually interesting, and i’d suspect could be made even more interesting
the main “interesting” enemy mutator is the +25% cdr, it really affects some encounters a decent deal/some more than others, while never being a “drag” like the regular +resistant mutator or -player speed mutators
and while “niche”, other mutators that are not totally inconsequential but can put a build in the “dicey” territory/“i’ll still voluntarily engage with this threat” is the crit or oa? mutator that can put a build back in the potential RNG range of ohko - which i personally think is fine, and don’t mind that extra "sweat"bonus
that’s not to say the mutator system as a whole is “good”, or that the few (imo) ok enemy affecting mutators redeems the system as a whole
but i think it means there can be room to play with it and “fix” it/improve upon it and make it more engaging even if it’s also just from a basic passive stat addition
i legit don’t see how this is either an improvement, more engaging nor in essence “any different” than how the mutators “technically” already operates; level scaling is just a basic stat increase to dmg, oa/da and health
moreover it also basically “as is” just equates to playing higher levels of SR (crucible not applicable since it has an actual cap)
now, do i have any ideas “other than that”, to fix it, no, not really, because i wouldn’t really know where to begin (or what’s actually possible), and i tend to blank out on (creativity) ideas since i focus on the wrong stuff
someone on the discord suggested to make mutators selectable, using poe map? system as comparison.
If that was doable i think better enemy engaging factors could be implemented instead of just basic +10-50 enemy “raw stat scaling”, that then also was “big” in impact while not being an RNG element as ex some other (smaller) mutators could be (ex the CDR or Crit mutators could remain as passives, or the level scaling idea)
random “pull stuff out my butt” example could be the voluntary optional mutator could increase/double/triple boss or nemesis spawns, spawn Shattered version of bosses, give enemies free range of their skills so they weren’t limited to only using X at one distance only triggering Y skill at another distance, spawn Lokars or Bourbons or “light Celestials” ?
If optional/voluntary stuff like that isn’t doable i’d just suggest looking at what mutators or “passive” stuff could either be engaging, ex the CDR, or be a threat/challenge layer without actually “bothering” builds (aka resist or minus speed mutator) or just be “ignored” because meaningless like +retal or enemy minus DA? mutator
ex currently retal only affects melee builds so just dialing up retal mutator wouldn’t really affect casters while potentially then “annoying” melee more, a switchup could be to make it a like a retalitory effect ala spectral wrath so no matter the attack used/build, you’d get an extra dmg threat
(and yes i get that it could be potentially still just be built around/“build more tanky” and a “no big deal” at best or become a “bother” at worst - it’s merely to sorta try illustrate some level of uniformity than RNG reset run and more “significant” type of engagement)
i don’t know what the current mutator system/mechanic/“engine” allows, but it dont’ think it’s all bad even in its current state. Room for improvement, and if “total”/mechanical overhaul is possible it would be cool too
and even if just placebo some players do seem to enjoy the concept when entering dangerous domains, even if it might just be at first and decide to ignore the system later - or never get to reach the point to treat it with the same disregard as seasoned players ![]()