On Death Effects
I want to start by saying I have never played POE1. I started playing POE2 on Dec 30th. I have enjoyed myself for the most part but I have had a bad experience with one mechanic.
My experience has been as follows: Today I have died 3 times within 20 seconds of entering a map from low end mobs. All day I have been mapping doing 18s without issue. I have been doing delirium maps, breach maps, irradiated maps, boss maps, big maps, small maps, red maps blue maps. I have a level 93 Monk who demolishes mapping and yet still manages to die within 20-30 seconds of a standard tier 15 map after tearing up 16-18s all day long without issue. I worked around the map doing towers, small nodes and opening citadels. I busted my butt getting everything in line, reforging maps, corrupting them, working out the most beneficial map for my citadel just to die upon entrance on what should have been a breeze of a map. Why does this keep happening? I keep hearing there are on-death effects that kill you. How can an on-death effect from a white mob 20 seconds into a map kill my level 93 monk that is destroying much more difficult, challenging, varying, and "juiced" maps all day long? I am beyond frustrated. I could understand if I was dying in some sketchy situation, or on the map boss or even an elite mob with challenging attributes. I could understand if I found myself in a sea of mobs - death by a thousand paper cuts. I could understand if I was playing in a way that was reckless and haphazard. I could understand if I was being over zealous and playing beyond my, or my character's, abilities. I CANNOT understand why I have to suffer a 8%, 9%, 10% EXP loss that equates to 2-3 hours of my life from a standard mob. I have worked hard to get my character to where it is. I have put a ton of time into it. I have put a ton of currency into it. I put myself into this character and game and for what? To be slain in the most demeaning and useless way by a mob that dies off screen every other time. PLEASE FIX THESE ISSUES! Thank you -A New POE player. |
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I'm here to vent my frustration with this.
I just started instilling those delirium emotions into my waystones. I tried them twice and twice I died after clearing the whole screen, while staring at loot in the middle of all that delirium fog. I prepared a nice, rare, high level waystone, instilled with three emotions, making sure the waystone was high, but not too high for me. Go on merrily killing the monsters, when suddenly, while staring at some juicy loot, I get 1 shot by something I could not even see while no monsters were alive nearby! This is one of the most frustrating moments for me in this game, the other being losing a whole temple of chaos run because of a random disconnection. Pure BS. Not running any more delirium maps for a while. |
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Currently the most annoying "on death" effects, ground effects, and monster attacks that I am aware of are
Trail of Fire - Very hard to see in most maps, does ridiculous amounts of damage. (Increase visibility, cut the damage by 80%) Burning Ground - Does approximately 15,000 (before resists) fire damage per second? Incredibly annoying. (Cut the damage by 80%) Whatever the purple stuff is some enemies leave behind when they die. - Very hard to see in all maps, doesn't do ridiculous damage, but still does a lot of damage. (Increase visibility, cut damage by 50%) Blood Pools that deal damage - Not always visible, can be hard to distinguish from non-damaging blood pools, doesn't do ridiculous damage, but the main way you notice is when your EHP starts going down. Also lasts too long, making things like remnants useless in their presence, and Short Allocation Loot becoming "Melee Allocation Loot". (Increase visibility, maybe a bubbling sound cue, cut damage by 50%) Firebombs - the little clusters of bombs with a circle around them. They are not distinct enough to readily identify in even light screen clutter and are easily obscured by objects that don't go transparent when they are blocking your view. Also, they deal way too much damage. (Better sound cues would go a long way to making these less annoying, cut damage by 75%). Priest of the Sun Death Laser - Way too long range, way too easy tracking/aimlocking, way too long duration, way too much damage. (Cut range by 50%, slow tracking by 100%, cut duration by 50%, cut damage by 75%) Drowning Balls/Whirlpools - Way too much damage/instakill no matter what nonsense. (Just completely change the mechanic. The slow is fine without the instant death, as that amount of hindrance can significantly impact survivability on its own and makes it worth avoiding, if it isn't coded to be instant death, cut damage by 99%) Oh yes one last thing. The Tornado Chicken's Tornado. For a normal character with a normal dodge roll and normal move speed, once the Tornado is on you, it is literally inescapable. The fact that it can kill you in under a second on top of being impossible to escape makes it cheap nonsense that doesn't need to be in the game. (Cut damage by 90%) That's all I can think of off the top of my head. Kudos to all of the other ones that would have made this list but were changed to have a better telegraph/made more visible. Last edited by Velexia#1591 on Feb 4, 2025, 11:26:50 AM
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