Please stop having bosses explode and kill you after you've killed them
Just exited the game to take a break.
I finally defeated the
Spoiler
terracotta sentinels
This is just so frustrating. Last bumped on Jan 1, 2025, 12:11:14 AM
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w3w
Last edited by inuryu6#5687 on Feb 5, 2025, 10:51:16 PM
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I'll never understand the games where projectiles or defenders disappears after the boss's death.
It's a part of the game/boss and it doesn't matter if you defeated him or not if he eventually killed you, or you have been killed by a trap or another thing. It's your fault. You figured out that the boss explodes, but you explodes a second time... This is not the kind of game where you can drool into a glass of beer. Last edited by Fomalhaut#7507 on Dec 31, 2024, 3:02:56 AM
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" Point is not that on death mechanics exist, but how overtuned their damage is, as usual. Poe2 is poe1 with graphics taking a leap forward and design taking a leap back, few years. Again the build parity cannot realistically be balanced, again GGG chose to "solve" it by balancing content around the minority of best possible builds, and again the rest may just uninstall, nothing but frustration for them. Heard rumors that poe2 and poe1 had different development teams which barely communicated with each other, and weird as it is, I believe it until facts prove otherwise. Imagine community reaction if poe1 started to require killing every random AN rare mob to complete a map, along with single death limitation. |
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I also think on death effects are part of the game and you need to play aroung them.
That said, a lot of people seem to not like them. A good solution would be a unique, like a unique helmet "reapers cowl" that prevents on death effects in your presence entirely. Maybe including all the explosions and herald of ice and so on as a downside :P |
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" Nope booby trapped enemy's are not the way to go. With the sheer number of different enemy's. It's hard to remember which one explodes, leaves pool of deadly goo and so on. Killing the player after they killed the enemy is pure vindictive. Not to mention, with the number of effects on the screen. it can very hard to see that pool of goo or that bomb remnant or what other minor visual, or no visual effect that might indicate your about to be 1 shotted. After you have won. It is a good way to lose players, including this one. One of the reasons, I quit POE1. |
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You hit a monster and it (or another) hits you back - why wouldn't you consider that vindictive?
I think the problem here is treating the event of killing the boss as a victory - it's not. A victory is when the character is left alive. It's like in Japanese chess : You attack your opponent, break his camp, the king is left defenseless, but you lack 1 move to checkmate him; the opponent starts a series of counter moves and checkmates you. Are you offended? Very much so! But you lost because you couldn't win. 😁 Yes, some of mechanics are need to be reworked to make the player see what killed him. And the player should be able to react, not be killed by something unknown. But if you created a build that makes you see nothing on the screen - isn't that a build problem? Last edited by Fomalhaut#7507 on Dec 31, 2024, 8:56:44 AM
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" Opening a strongbox in poe2 obscures ground with thick smoke and tanks performance. Delirium forces colorblind mode. Even if you imply we shouldn't touch aoe and persistent skills (like extra bright fire wall), no, visual clarity is not a build problem. Moreover, GGG still haven't adopted D4 style rare monster healthbars on monster head with permanent icons representing rare modifiers. Corpse exploding rare walking somewhere edge of screen means player won't hover at it until it is too late. And having to hover at every magic and rare mob to read it when combat is again resolved in a few seconds is also not a build problem. |
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