Drowning balls: too sneaky in POE2

Yeah, I had to look up what this was as well. I thought I took a water-element damage over time or something (if that's a thing).

I feel like drowning needs to make the character respond vocally—yunno, sound like they're drowning.
Once again this only happens to melee classes. What a fair design, really. Avoiding melee in HC PoE2 until the devs wrap their heads around it.

I had an AMAZING build, 2,5k HP, All resistances capped at 78%, 2,5k armor + scavenged armor + 1% armor per rage (34%). I was feeling pretty alright, tanked every single boss in the game, but no, a basic white mob without any sort of a warning screws me over in two seconds.

To the dev who thought of this: You're an absolute prick.
Should have read reddit I guess... since its 15.01.25 and I have never heard about this (busy man).

But as a Hardcore only enjoyer (yes have tried standard, boring af).

This just kills the game for me. With the exhausting and boring campaign you get oneshot just before maps in act3 cruel by a white mob with this mechanic. The campaign takes forever to do, and all the bosses that can kill you any moment (if not overgeared), you think you have managed to complete everything, but no.

Baby cries, and you look away for 1 secound and your dead. Ofc you can pause, but when you have close to 0 mobs on the screen and 10k overflowed ES you think you are fine.

GGG can you please make a PoE1 league, PoE2 is for standard only players.

Thanks (:
Drowing balls act6 and later instantly kills any armor\eva charatcer. If you have ES shield, you die the moment shield drops.

IT looks like rolling or waking away is buggy, often debuff _stays_ or timer resumes as soon as you're touching it again.

In general it's very annoying mechanics which also makes mases skil unplayabe because how you're unable to avoid it.


It's a rule with pretty much any trigger in game. Potion can kill a CI character (even if it was claimed to be fixed), use potion repeatedly and it happens. If you can't use a waypoint and message "You can'tteleport from here" appears because you aren't on correct waypoint or correct area, keep clicking quickly - it would teleport anyway. Cooldown - mash attack buttom, attacks still come through. Enter and exit chilled area quickly - slow down from chill stays. Something inherently wrong on low level of engine.
Last edited by EllAnteres#7194 on Jan 27, 2025, 7:56:34 AM
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Nyon#6673 wrote:
I dont understand how people are complaining about this (not hating just generally dont see the issue).

The mob that spawns them have hillariously low hp and the ball removes instantly when the mob dies. You can also just dodge roll out of the slow from the ball.

My experience is that the mob pretty much dies instantly before I even see the ball, the ball is also quite easy to spot and even if I for some reason dont notice it and I get slowed I can just dodge roll out of it.

Maybe someone can explain what the issue is


So the issue is, a lot of times you have a lot of other clutter on the screen if you are ranged, or the double slows hit you if you are melee. So for the first you do not even SEE the orb and ring combo until you are dead, and for the second the double chill effect is so strong that you cannot get away from it even with a dodge roll. So, if more than 1 hag is present and you miss that fact, you are just dead.

I personally feel that no 0 damage deaths should be in the game, but at the very least white mobs should not have this capability.
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So the issue is, a lot of times you have a lot of other clutter on the screen if you are ranged, or the double slows hit you if you are melee. So for the first you do not even SEE the orb and ring combo until you are dead


River witches are ALWAYS accompanied by a group of drowned zombies. If you see drowned zombies in your map, be prepared for River witches. If you still somehow get caught off-guard after seeing the first river witch, then its really your fault for dying because you refused to play more carefully.

River witches are honestly the type of monsters the games need more, they are slow and don't do that much damage so map modifiers don't make them more dangerous. They are a mechanical challenge only and checks if the player is actually paying attention to the screen.

And if you're not paying attention to what is happening then yeah you should die from that.
This is wrong!

They were pinnacle boss effects.
Shouldn't exist on normal mobs really.

https://www.youtube.com/watch?v=L6yt3P4L5xM

Last edited by Jitter912#4278 on Jan 27, 2025, 10:19:14 AM
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This is wrong!

They were pinnacle boss effects.
Shouldn't exist on normal mobs really.

https://www.youtube.com/watch?v=L6yt3P4L5xM



Again why not? Their damage is fixed and River Witches move so slowly that 90% of Map modifiers don't make them any more dangerous that they already are. They are a pure mechanical challenge that you cannot make even harder like most other monsters.
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MEITTI#3999 wrote:
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This is wrong!

They were pinnacle boss effects.
Shouldn't exist on normal mobs really.

https://www.youtube.com/watch?v=L6yt3P4L5xM



Again why not? Their damage is fixed and River Witches move so slowly that 90% of Map modifiers don't make them any more dangerous that they already are. They are a pure mechanical challenge that you cannot make even harder like most other monsters.


Dude

https://www.youtube.com/watch?v=L6yt3P4L5xM

no
"
"
MEITTI#3999 wrote:
"
This is wrong!

They were pinnacle boss effects.
Shouldn't exist on normal mobs really.

https://www.youtube.com/watch?v=L6yt3P4L5xM



Again why not? Their damage is fixed and River Witches move so slowly that 90% of Map modifiers don't make them any more dangerous that they already are. They are a pure mechanical challenge that you cannot make even harder like most other monsters.


Dude

https://www.youtube.com/watch?v=L6yt3P4L5xM

no


It took about one sec maybe more to kill him and he even didn't try roll out of the bubble, he just continue with attacks. Also it looked like some sort of lag (like a river lag).

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