Please remove Volatile Plants
The Volatile plants are not at all good for this game. They either spawn inside your character model and blow up instantly killing you or their visual effect is completely bugged and you do not see the explosion because the game cannot keep up with the 9000 particle effects going on. In delirium especially it is practically 99% transparent.
Last bumped on Jan 28, 2025, 2:32:21 PM
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Even when you can clearly see the purple balls because the screen is fairly clear because you blew up every other monster, they're a massive unfun pain to deal with. I can run into them to trigger them and then roll away but by the time I've done that, leap slammed back onto the rare mob and done HALF an attack, more of them have spawned and I have to immediately stop playing the game to go deal with them before they randomly blow up on me while I'm attacking :| |
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My problem with them is they come out almost instantly after the previous wave pops and they persist through death. Either make them despawn on death or bloom and shoot only on death.
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The improved visuals aren't enough. Large monsters can still obscure them and the combined dullness of the sprouting plants and their beigh-purple orbs doesn't stand out in a screen of BulletHell. A more pronounced audio cue could possibly help.
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I agree with the above that a distinct audio queue would be nice. Years ago, a volatile core modifier ('volatile flameblood') was added that would spawn when the rare monster with the mod died, and the audio for both spawning the volatile and triggering it was incredibly distinct (really, a masterclass in audio design; Actually went and found a video for those that weren't around when this was a thing: https://www.youtube.com/watch?v=m-QpVOVgyuk). The plants are hard to see spawning in the midst of combat, but I can at least see the purple balls after 0.1.1 and adding a distinct audio queue would be helpful. I feel like the plant problem is compounded by the the fact that they spawn from points dissociated with the monster as well, but I'm not sure how you'd change that.
However... why 3 purple? and why are the hitboxes for triggering them so annoyingly tiny? This is an aside beyond the plants, and a bit of a rant: At some point, I'm fighting mods, not monsters. I've accepted this after the Archnemesis rework in PoE 1. I had hoped PoE 2 would lean more into fighting monsters that did things that were augmented by mods. I think it can still get there. While playing, I recognize chaotic zealots and the meteor casting ghosts and the enemies that carry tombstones (or something) that do a cone AoE when they slam them. That makes combat interesting because I need to recognize what those monsters are and what they do! Strapping mods to monsters that fire off entirely independently of what the monster is doing without augmenting the monster's natural abilities makes every encounter feel the same (e.g. it does not matter what monster has the plant modifier, I just know the chaos plants will kill me). So, I know many of these are PoE 1 modifiers or heavily based off of them, but I really think PoE 2 needs its own set that focuses on augmenting monsters rather than "random bullshit, GO!" especially if future development slows down the endgame. Basically, like a lot of the more thought through feedback in the forums, I think it needs to be decided if this game is going to be different than PoE 1 or more of the same. I'm good either way; it just can't be both. Also, another side about rare mobs in general: Please make them more gold and shiny. Last edited by PopGen#6967 on Jan 21, 2025, 5:01:47 PM
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They make playing melee absolutely unbearable. I love fighting bosses in the endgame but when I run into a boss with volatile plants I just close the game out and move to another map. They spawn too frequently, their uptime is hilariously long, and of course, the damage they do even with res is too high.
With this complaint I would like to add a solution but at the moment I do not have them, they don't have to remove them, but they definitely need to rework them |
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Plants is the most unbearably bad mechanic. It acts like an on death effect, THE PLANTS SHOULD STOP AFTER THE FUCKING MOB IS DEAD. Why does the mechanic stop in Ritual, but doesn't apply to rare mobs / modified boss mob. It's annoying that this shit is already overtuned for damage, even with the new visual modifiers it still hides under clutter after, let me say this again, THE GOD DAMN MOB IS DEAD. Fix this shit, seriously. |
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Impossible to see on shocked ground which blinks white and purple. Most unfun mechanic. |
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its worse if u have this modifier on a Citadel Boss, had it on 2 so far ( ofc i failed them ) Last edited by axteroth#0339 on Jan 26, 2025, 2:49:34 AM
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