"on kill" effects should work even if a party member kills the monster


With the current situation any build that utilizes "on kill" mechanics gets it's effectiveness diminished in party play, for some mechanics up to the point where the build entirely stops working properly in parties.
As the Ascendancy classes were added the number of "on kill" effects just increased, and people with builds making use of those should not be penalized for choosing to play with other people. In other words, it's also making those builds viable in parties.

The various effects that have a "on kill" mechanic should be apply their effect even if a party member kills a monster. One solution could be to apply a very short timed debuff to monster that triggers the effect to the player who applied the debuff once the monster is killed as long any additional conditions are respected (edit: this means if the effect is gated behind a condition like DoT damage or restricted to a player kill this restriction will remain intact. You won't gain charges for anything that you didn't before.)

A non complete list of things:

* Curses: Warlord's Mark, Assassin's Mark, Poacher's Mark
* Supports: Cast on Melee Kill, Innervate, Ice Bite
* passive tree noteables: Slaughter, Graceful Assault, Overcharged, Hired Killer, Thrill Killer, Blood Siphon, Soul Siphon
* Mods: the life/mana gain on kill mods
* several unique items

Ascendancy classes:

* Inquisitor: Sactify
* Hierophant: Conviction of Power, Pursuit of Faith
* Chieftain: Hinekora Death's fury, Ramako Sun's Light
* Berserker: Pain Reaver, Rite of Ruins
* Ascendant: Inquisitor, Chieftain, Gladiator, Raider, Trickster, Elementalist, Occultist
* Gladiator: Outmatch and Outlast, Gratuitous Violence
* Champion: Conqueror
* Slayer: Headsman
* Raider: Rapid Assault, Quartz Infusion, Way of the Poacher
* Trickster: Swift Killer, Patient Reaper

For on kill "buffs" (i.e. charges, onslaught, ascendancy bonuses) balance generally shouldn't be a huge concern, considering the same amount of monsters that could grant the "on kill" effect exist in either party or solo play. If anything, it's still harder in party play as party members may kill monsters before you can apply a "on kill" effect to them and because of the increased monster health.
One case I see is a build that does very little or no damage and relies on party members killing things to get the effect. However that this is already possible in game by simply using a skill to attack when monsters are low to proc the effects, in particular with culling strike.
Conduit should only apply 1 charge per generation instance. If 6 people get a charge from the same kill, the share is not shared because it's the same charge they gained.


For attacks/damage dealing effects these might need to be looked at separately in particular Cast on Melee Kill or the enchantment kills.





Last edited by Omega_k2#2900 on Mar 8, 2016, 9:15:50 AM
Last bumped on Mar 8, 2016, 8:41:27 AM
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Well my issue with "on Kill" is that it works so unreliable.

From my first labyrinth run in normal I got Word of War, which triggers on Kill. Usually on Kill does not work with minions.

I understand that curses work differently, since they are not on the player, but on the enemy. So however kills them gets the benefit. However why Word of War works differently than Blood Dance is questionable (which does not grant Frenzy Charges to a summoner if his minions kill something... or they didnt work that way the last time I tested it).

With all those new on kill effects on gloves (and they are really powerful) it is hard to justify giving a group 6 of those effects considering mobs are already a lot weaker in group play then they are in solo play (100% HP per Player to 58,3% HP per Player in a group of 6).
There are already skills in game which do this; they apply a debuff to an enemy when you use the skill on them, and you get the benefit if they die while the debuff is still active. The most notable examples are Power Siphon and Dominating Blow. I don't see why they couldn't add more things like this to encourage party play.
Face it, all of your suggestions are worse than this idea:
http://www.pathofexile.com/forum/view-thread/657756

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