Please, for the love of god and all that is holy, add a death recap

Title.

I know this has been requested before, so just consider this another +1 for the pile.

I understand this may not be as easy to implement as it sounds, but I (and many others) would find it immensely useful to understand what mob (and damage type) did damage to my character within the last 2 seconds or so, prior to death. The game is filled with extremely fast deaths, generally leaving the player to say "what killed me" and left with no answers. A death recap would AT LEAST allow a player to understand what defenses they could have added to help mitigate against it in the future.

The death recap should show which monsters did damage, what type of damage it was, if it was a critical hit, if any part of the hit was absorbed/blocked/resisted, and if it hit health pool, energy shield, mana, etc.
Last bumped on Jan 4, 2025, 6:18:11 PM
The problem is what you're actually asking for here is more than a simple death recap. It's not impossible but the variance trying to differentiate by mob, what affected resistances, etc.... is part of the problem that GGG just doesn't want to deal with.

How far back do you go? Let's say it's a 5s window. What if you had an ignite on you for 10s? Do you show the ignite damage for all 10s? What about the damage it caused? Do you show the other damage from that mob for the extra 5s?

Now lets add resistances: How do you show that the damage for 3s was higher because the last 2s your flask/charm proc'd and your resist went up. A flat "X% of Y damage was resisted" no longer works.

Let's now add leech and regen, because those are going to matter as well. How do you show the increasing/decreasing regens/leeches?

How do you show that you would have died to the ignite that was on you but you got hit by something at 5% health that chunked 50% of your health as phys? The real thing that killed you was the ignite but you see a massive 50% of life as phys hit and thing "on I need phys mitigation"

etc....

The far simpler ask and what works 90% as well for 5% the effort is a simple 5s rolling window of damage taken by type and a peak damage by type of the last 60s. It's what the popular Grim Dawn DPS plugins do and is really all you need.

I died and 50% was lightning, I should look at my lightning resists and/or focus on the lighting enemies more.

I died and 95% was fire and 5% phys, I should look at fire resists.
Last edited by Quilltacular#3436 on Dec 31, 2024, 12:20:32 AM
I mean, I will take literally anything over the nothing that is provided now, so sure, your suggestion sounds good to me.

The way I picture it in my head (I'm SURE its more difficult) is like the combat log from World of Warcraft. That's an example that pretty much everyone knows.

At any point you can click combat log and see incoming/outgoing damage, what damage was absorbed or resisted, and the last action that brought you to death.

I don't need to see "charm activated and gave you +25% fire res" I would just want to see that I was ignited and each time it "ticks" for damage, or even its average damage per second up until your character died.

Again, I'm SURE it's not a "simple" ask, but it would be immensely useful for players to look at SOMETHING that indicates what (mob, skill/attack type, damage type) killed you or did very recent damage.
Yup.

Just one sentence.

"insert ability" killed you for 3,000 health.
"
konq#6632 wrote:
Title.

I know this has been requested before, so just consider this another +1 for the pile.

I understand this may not be as easy to implement as it sounds,



They have done it and it's nothing to do with how easy it is

It is ALL to do with the players and their inability to decipher what actually killed them (game is complex and players hyper focus on the wrong things)

For instance, a white mob may kill you, but what really killed you was a combination of map mods applied to the white mob, along with a rares auras, but all you see is white mob killed me...and the thought process is NERF IT.

So all they are really doing by not adding it is saving themselves a shit load of time, in development and having to come on and baby step players through every little boo boo.
Ancestral Bond. It's a thing that does stuff. -Vipermagi

He who controls the pants controls the galaxy. - Rick & Morty S3E1
I want this for POE2. A lot of times I have no idea how/what killed me. Be good to have a combat log I can refer to.
"
"
konq#6632 wrote:
Title.

I know this has been requested before, so just consider this another +1 for the pile.

I understand this may not be as easy to implement as it sounds,



They have done it and it's nothing to do with how easy it is

It is ALL to do with the players and their inability to decipher what actually killed them (game is complex and players hyper focus on the wrong things)

For instance, a white mob may kill you, but what really killed you was a combination of map mods applied to the white mob, along with a rares auras, but all you see is white mob killed me...and the thought process is NERF IT.

So all they are really doing by not adding it is saving themselves a shit load of time, in development and having to come on and baby step players through every little boo boo.


Jonathan said during his pre poe2 EA release interviews that its absolutely an engineering challenge. It's doable but would take them time and effort.

While I'm sure what you are suggesting would also be true in some cases (some players hyper focusing on the wrong thing), your incredibly dismissive tone doesn't help anything, and is also incorrect according to the POE2 game director. It's not "babystepping" anyone to provide the same information to players that the game captures anyways.

You don't want this because you're clearly a superior POE gamer. Good for you. Not everyone else is, and POE2 is very obviously trying to target a newer audience. When the screen is filled with particle effects and the player character just evaporates, going from 100%->0% HP, this feature would be immensely useful to help answer the pretty simple and basic question "what killed me?". In the absence of this feature, the type of player you describe (that hyper-focuses on the wrong thing) will STILL make a guess as to what killed them and focus on that blind guess, as opposed to having somewhere to start.
It would take them like basically a week to make a death recap and debug it. They just don't want to. And not just simple print text, but one with graphs and everything.

It is weird to say they can't do it. It is like Bethesda never making working ladders, they could, but didn't want to. They sound rather use ramps.
Last edited by roundishcap#0649 on Jan 4, 2025, 6:18:50 PM

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