Bearers and Volatile Blood

Shower thoughts for the win...


What if the property of bearers was moved to volatile blood, instead of it exploding on death and doing all of its damage it does a fraction of its damage initially and splits out into many different little bearers around that go off after some time.

In retrospect, what if volatile blood was moved to bloodlines mobs and did appropriated fractional damage.


The reason for the suggestion is this could offer people a way to react properly to both, which is better then the current alternative of either off-screening or crying like a little baby as melee.


I'm sure that someone will say no, so please tell me why not.
https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.
Last bumped on Jan 8, 2017, 8:13:45 PM
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Can we just remove volatile blood? It's fucking stupid.
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I_NO wrote:
Can we just remove volatile blood? It's fucking stupid.


+1

I'v hated it since they added it. To be clear I have never actually died to it, though I have taken almost 7k from a random zombie exploding on me and nearly shit myself. It is total garbage for melee as well as it is nearly unavoidable.
Ahh, i was wondering what was killing me. Impossible to avoid unless its a ranged mob.

It would be a good idea to fill the lab with volatile blood, that way people cant just rush through it :)

"
goetzjam wrote:
Shower thoughts for the win...


What if the property of bearers was moved to volatile blood, instead of it exploding on death and doing all of its damage it does a fraction of its damage initially and splits out into many different little bearers around that go off after some time.

In retrospect, what if volatile blood was moved to bloodlines mobs and did appropriated fractional damage.


The reason for the suggestion is this could offer people a way to react properly to both, which is better then the current alternative of either off-screening or crying like a little baby as melee.


I'm sure that someone will say no, so please tell me why not.


Well the Bearers are mostly fine. Volatile Blood is a bit annoying for Melees since you always have to cull them from a distance if it is a high HP rare like a Knitted Horror.

"
Ahh, i was wondering what was killing me. Impossible to avoid unless its a ranged mob.

It would be a good idea to fill the lab with volatile blood, that way people cant just rush through it :)


Well I don't kill most mobs in the Lab anyway :P
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Dos_Fafner wrote:
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I_NO wrote:
Can we just remove volatile blood? It's fucking stupid.


+1

I'v hated it since they added it. To be clear I have never actually died to it, though I have taken almost 7k from a random zombie exploding on me and nearly shit myself. It is total garbage for melee as well as it is nearly unavoidable.


I mean I dislike it as well, but instead of just another LOL lets make the game easier thread I just want there to be some sort of counter play that doesn't just involve off screening things.

I died with 7500 HP, AA and tons of armor on my character before to the explosion on death, without damage mods like added lightning or whatever. I was shocked (not literally the map wasnt that) that I died.


The new suggested one would give melee the ability to kite them around and just kill a few at a time instead of taking all the damage at once.


"
Well the Bearers are mostly fine. Volatile Blood is a bit annoying for Melees since you always have to cull them from a distance if it is a high HP rare like a Knitted Horror.


I thought it was based on main hand damage, which typically is slower but harder hitting mobs, not life related. In terms of bearers being fine yeah they kinda are, which is why im suggesting a slight swap in mechanics to still keep the challenge, but allow some counterplay.
https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.
I think it's a bad mechanic in need of a new direction. Non-Movement Melee Hits should apply a special debuff (localized like power siphon) which drastically reduces the explosion damage received by the hitter. Instead of being an anti-melee nuke it should be a mechanic that punishes lazy/inattentive ranged players.

Some sort of delayed blast could work very well, that's an excellent idea.

When grouping my melee builds have to assume every Nemesis is volatile if they want to live. That get's old fast.
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You can play any build you want, as long as it's the current meta.
Last edited by Ashen_Shugar_IV#4253 on Mar 21, 2016, 4:48:37 PM
playing only proxy cause of this shit.
No rest for the wicked
Volatile blood just is capable of doing way to much damage.

It should do something else instead, like temporarily reduce your elemental resistance like an ice bomb, or have 100% chance to shock or freeze for some duration or something else. Just not sheer damage.

I remember hearing a story of a guy here playing a burn build, hits a volatile devourer with some damage mods, but then the devourer goes underground while burning, and the instant it appears on top of him it finished burning to death and killed em. Just doesn't make any sense.

Also far worse is how bad it is for melee >:(

I'd really be fine with just removal of volatile, and I played nemesis.

also lol neon https://www.youtube.com/watch?v=Ot_H7z287aQ
if somebody dies for volatile blood as ranged, he deserves it, but for melee is a nightmare mod.
imo it should be enough to give them few seconds of delay before the explosion, like the bearers

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