The ground/on death effects are downright ridiculous
Have three characters in maps at this point and it's becoming not fun to do maps at all with how many monsters just do the following:
- Explode on death
- Explode after a period on death
- Drop lightning on the ground after you hit them
- Drop damaging/explosive ground effects periodically
- Drop explosive ground on death
- Drop DoT ground on death
- Drop delayed explosion ground on death
I just had a few maps where it felt like I had to wait 3 seconds between each pack just to not get exploded.
This is such a bad experience personally and I really don't understand the design mechanic behind these, and to make matters worse the visual clarity on most of the stuff I mentioned above is atrocious, especially if you're playing a build that produces some form of visual clutter yourself, like exposive shot or spark etc.
Can we please have a more meaningful and fun combat experience in maps?
Leveling through the acts right now is 10x more fun than playing the endgame for me because the acts experience seems so much better and the challenge of the monsters isn't in their on death effects.
Comments
It's the endgame mechanic "wait for the explosion". They wanted to make a slower, more methodical game. This is the only way they found.
Most of my death are because of explodes on deaths, it is very annoying when you kill a Boss and everyrhing around him is a minefield. This Game hates mele chars
I do think that some damaging effects need more visibility, but I don't think there's anything wrong with damaging effects occurring after a creature/boss dies. Many games have effects like this! Just wait to grab your loot.
Yeah well offscreen detonate dead priest are the main offenders.. paying attention to you char and corpsws instead of living enemies is annoying
There are a lot of ground effects and it can be hard to keep up, but afaik there are only maybe 4 mobs with on-death effects.
My whole gaming sessions became that experience. When i get frustrated i close the game and wait for next day.
I agree but the problem is not the aforementioned effects, the problem is the unintelligible mess around them that makes them impossible to see or play around.
The solution I hope they go for is to rebalance that mess happening on the screen and better telegraph those effects, not just remove them outright or make their damage entirely trivial.
Make a habit of dodge rolling as soon as rare mob dies - problem solved
Completely agree.
Even though they removed the main offender for now (the volatile cristals) I still absolutely loath these effects, they are the one thing that make me want to quit the game. They are way too strong and in the case of the ground explosions they are simply impossible to see in a lot of occurences.
Can we please have a more meaningful and fun combat experience in maps?
I'd like to know what people actually want here. People have complained about this type of stuff since forever, but especially after the rare monster rework in PoE1.
The mods that actually require meaningful combat (read: mods that zone the player or actively threaten the player) seem universally disliked. Zoning the player is one of the few "fair" types of meaningful combat they can really do. Everything else has zero counterplay (ie, this monster has more crits, this monster does extra fire, etc) or is irrelevant and unnoticable.
So, what are some noticeable things monsters could do that would actually be meaningful in combat, but not cause this reaction from people? From what I've seen, nothing exists within these constraints. It feels like most people just want the mods that have zero counterplay or meaning, or to not have mods at all, which is abundantly uninteresting to me.
Also whats the deal with 10000 variations of Volatides the enemies spawn.
This is one of the reasons why I - and likely many others - think Headhunter in its current iteration is bad.
The amount of times I died because I couldn't tell which fire orbs/lightning zones/meteors/explosions/etc. were mine and which belonged to an enemy was just stupid.
Now put all that in delirium fog.
I like the d4 approach to nightmares. A big shield bubble wjere you are completely safe after defeating a boss. Doesnt help the main problem but at least some QoL. Also how dontou have 3 characters already at that level? Im like 40 hours in? And I have 1 character in maybe second half of act three?
It's a bit overboard on both ground effects and on-death effects for sure. Hopefully they'll rein it in a bit.
I think the key issue is still being forced into 1 attempt per map though, it just makes everything that much more frustrating and causes waaay more "friction". Dying once to an on-death effect you overlooked won't be nearly as annoying if you just lose a portal instead of missing out on map completion, possibly an item you saw on the ground, and losing the Waystone.
These effects also completely ruin the tank fantasy. On my titan I have max block tons of hp and maxed out resistances which feels pretty good...until one of these effects starts nuking my hp as if I had none of the above. So now I have to kite/run in-between kills instead of standing my ground and slowly whittling large packs down like I want to as a tank. Not only do they need to be less frequent, but they also need some serious damage adjustments imo...