Lightning from "Lightning Strike" modifiers from enemies does damage before it finishes animation.

Just used leap slam, to enter a pack of enemies on my Warrior like I usually do.

Only this time, the enemy had the "Lightning Strike" modifier.
No big deal, I thought. I've worked extremely hard and have my lightning resistance capped at 84%.
Instead, when I used my leap slam, by the time I was at the apex of my jump, the enemy was forming it's "Lightning Strike" modifier.

Instead of missing me, which is what should have happened as there is clearly a wind up animation where the lightning is forming, and then the damage is done when the lightning strikes the ground, giving you time to move out of the way - because I was in the air I got hit by all 3-4 of the lightning bolts simultaneously, because of course they do damage while in this state (while forming) since players are usually on the ground.

This is such an extreme oversight.
RIP my T16 map, which I've corrupted probably 50 T15 maps just to get.
Rip the loot I had on the ground, RIP my XP.

Whatever. Just another huge, glaring flaw in the "One Death Map" system; but I want to ask how nobody thought to check to make sure that the extremely high damage lightning that still one-hit annihilates a super-tank class that can soak up 50 mobs at once worth of regular damage and still survive, only did it's extremely high output damage when the animation finishes.

Thanks for robbing me of my map. I'll refrain from including my emotional state as a result of the horrible, player-unfriendly, malicious and downright stupid One Death Maps that has compounded this annoying death from a typical Early Access oversight into a personal boot on my neck from the dev team.

Edit: reminder. I have 84% lightning resistance. This shit is ridiculously overtuned.
If the dev team was going to be so, so adamant about the One Death Maps to the sheer detriment of the playerbase, why oh why, is there such glaring oversights and horrendous balance? It makes no sense. It's just so counter-intuitive and serves only to cause real misery for the players that have to experience the worst of it, while the players that are "overcoming the challenge" are probably a screen away from enemies with 12k energy shield, doing 1 billion damage - just like Path of Exile 1 - and not even engaging with any of these shitty mechanics at all.
Last edited by GnMQDMLmWZ#3336 on Jan 26, 2025, 4:15:30 PM
Last bumped on Jan 26, 2025, 5:31:57 PM
One other big oversight is that there's hardly any telegraph for the lightning bolts. Most dangerous mob affixes and attacks like this give you plenty of time to dodge out of the way, but the Lightning Strike bolts just kind of form and then hit without warning.
And, I'm FLYING THROUGH THE AIR. I AM NOT GROUNDED. HOW DID IT DAMAGE ME?
Don't the devs understand PHYSICS?
Also the Area seems way bigger than what you see...
Last edited by Kanjejou#7620 on Jan 26, 2025, 5:00:12 PM
Currently, the game does not see you as being "in the air". Leap slam is treated the same as shield charge, in respect to the verticality. The game essentially treats you as if you are running in a straight line through enemies as if they have zero hit box.

Also, like someone else mentioned, the actual area of effect is much larger than the visual effect. This is the case for many things in this game.

That being said, I agree that these things need some optimizations/improvements because they can be pretty terrible in some situations.

Report Forum Post

Report Account:

Report Type

Additional Info