PoE 1 Mechanics That Should Be Crucified...

...and left to rot along the side of the road.

> On-death effects (all of them. All. Of. Them. Whatever button you used for volatile crystals, do that but double Thanos style.)

> Siphon Mana (L)

> Persistent effects after a monster dies (why? it's dead, I killed it, why should there still be any risk attached to this rare? I just want to pick up the loot and move on, not wait out 7 tornadoes, 3 volatile crags, 12 plants and 17 elemental explosions to do so.)

Shorter list than I imagined but to be honest. I'm just ragetyping because I just lost a juiced map to a siphon mana deli rare because I'm nearly 40 and bad at games.

Thanks for the vent.
Last bumped on Dec 21, 2024, 10:18:42 PM
Agreed. Dropping giant text boxes all over the screen after the enemy is defeated that conceal these little effects that do incredibly high damage is bad design. Feels awful and it's a bandaid solution for fast clear builds that punishes people who play melee more than anything.
Not fond of Siphons Flask Charges, either. ='[.]'=
=^[.]^= basic (happy/amused) cheetahmoticon: Whiskers/eye/tear-streak/nose/tear-streak/eye/
whiskers =@[.]@= boggled / =>[.]<= annoyed or angry / ='[.]'= concerned / =0[.]o= confuzzled /
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Dying because you're looking at loot and not the explosions is n1 cause of death, so why not ;)

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