Bearers and Volatile Blood

Personally I find them mostly a gear/build check for melee. They ensure you have close to max resistances, and a decent amount of life/energy shield. I rarely die to them unless I'm undercapped on resistances.
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Solo play:
it is easy to avid these mods, gut gud.

party play:
sound cue for bearers would be good, tell your party members to call when they see bearers or nememsis mob.

No need to nerf or remove these mods.
"Is there such a thing as an absolute, timeless enemy? There is no such thing, and never has been. And the reason
is that our enemies are human beings like us. They can only be our enemies in relative terms."
First the lab now this, is ggg trying to annoy its players or entertain them?

I kill the whole screen with one click (which makes the whole screen kill me), not going to turtle in poe, not why i play it.

You put in a gear check for volatile blood but make gear irrelevant in the lab?

Get good? Im starting to wonder what good means now in poe.
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Gary_GGG wrote:
Personally I find them mostly a gear/build check for melee. They ensure you have close to max resistances, and a decent amount of life/energy shield. I rarely die to them unless I'm undercapped on resistances.



Late game in maps volatile is basically unplayable for some melee characters. Extra dmg mods can lead to 7k+ damage
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Gary_GGG wrote:
Personally I find them mostly a gear/build check for melee. They ensure you have close to max resistances, and a decent amount of life/energy shield. I rarely die to them unless I'm undercapped on resistances.


I can't belive that for a second, I have to put down a ancestral totem and dance around volatiles in higher tier maps if they spawn on a stuff like a zombie or colosal skeletons or risk getting 1 shot.

But do tell what is a decent amount of life to survive those.
[2.2] The Vampire - Tanky 2H Axe Slayer Duelist - /view-thread/1611662
Those complaints are escalating in a disgusting way, it just shadows the true issues with the game, like bugs that kills you. Monsters are just a challenge, so you can expect to die even with a broken build(as most use). Why don't you complaining about dying for your lack of attention, YES, it is lack of attention, ask to put a divine shrine in your char and your problem is over?

You don't need to be only ranged or melee, your build isn't supposed to facetank the whole game and you say, "i win", boring game, gonna play other thing. i hope they NEVER remove those kind of monsters, even though i died and will die a lot to them, the blame is ON ME playing, not the game.
Sometimes...
There is a difference between dying to a lack of skill and dying to a bullshit 1 shot mechanic.

Atziri, Izaro, Malachai can be beaten without getting hit once if you know what you are doing but they punish you severely if you fail to dodge or react slowly.
They present a skill challenge.

There is no challenge in killing a thing like a volatile devourer or a leaper or whatever in a time window of a second or two they are alive and getting blown to bits because RNG stacked damage modifiers on that monster.
[2.2] The Vampire - Tanky 2H Axe Slayer Duelist - /view-thread/1611662
Last edited by Mannoth#4185 on Mar 21, 2016, 8:55:15 PM
Gary I appreciate the response, however I'm somewhat dumbfounded by it as well. Keep in mind I believe a lot of balance changes has happened to nerf player defenses in the past few years, while buffing monster damage, life, ect. This overall is fine for making the game more difficult and better balanced, but when it comes to mechanics that were made what 3 years ago now it is definitely off in terms of balance now.


Map levels, monster life and damage were all buffed at least once since the addition of this nemesis mod. When content is largely balanced for leagues that have a lot of other things going on for it and left in the game over time I believe it has been largely forgotten. Granted the community and I really don't know what GGG think is proper defenses or what should prevent a 1 shot scenario in this sort of encounter, especially when you reach a level of maps that either weren't around back then or were the rarest of maps and as todays red maps required a much harder investment into gear to live then lets say today's Academy which is the higher end of the "med difficulty" maps.

I wish I took a screenshot of the map mods my character died in (in tempest), it was a Academy map with no added damage as XXX, no -max, nothing but like haste, EE (i was overcapped) and like 1 other mod (maybe unwavering\monster life) There wasn't any tempest active on the mod at the time because I did see it in the other room (now I would have identified it properly as a nemesis mod due to color changes, but back then I saw just a rare) it ran up to me and I killed it with incinerate, I was iron will so my proj speed wasn't that large, I did have a flame totem and could have dropped that down to finish it but to be honest incinerate did a lot of damage and it melted quickly. As such I died in 1 shot, 7500 HP, armor, AA (don't remember which volatile it was) 20k standing armor due to IR+grace. I ran shock removal on my granite and I don't think it hit me at all before it died because my HP was at 90% for sure. I didn't run back then an ele res pot of any sort because its only really flexible on 1-2 slots depending on build for that sort of life based character. Had I properly identified the rare I wouldn't be having this conversation, but that is not here nor there, the simple fact that you have to do damage to kill them and do so from ranged means that melee characters have to what use the melee totem to kill these challenges while ranged characters laugh when they accidentally kill them and the melee character is too close?

Lets further discuss defensive options available, you all nerfed max res flask. Did you guys rebalance this sort of damage to account for the left side of the tree not being able to get access to the flask nodes to increase the effectiveness? Should we assume that the damage is going to be based off of over 75 max res, despite back when this mod was made to cap was (with less investment) generally higher, although I understand now you likely can get as high if not higher singular resistances.

This isn't the first time or last time someone has died to volatile blood. My suggestion was merely a shower thought into really what would happen if we had more of a counter play now, because the game has changed. I would love to see how much damage some of these things are expected to do but I don't know of any resources for that sort of thing. Like if only the high roll lighting volatile blood can kill a character on lets say a fast moving human, then it might be best to always run a lightning pot. Now if having said pot won't prevent a character death in Academy with no additional map mods to this mechanic, then having it is pointless and I should just build my character for the "buffed" physical damage that melee characters for sure will take regardless.


"
I can't belive that for a second, I have to put down a ancestral totem and dance around volatiles in higher tier maps if they spawn on a stuff like a zombie or colosal skeletons or risk getting 1 shot.


And it wasn't until just this patch that GGG added a melee totem, what would you do pre this patch to deal with an encounter like this?


"
Those complaints are escalating in a disgusting way, it just shadows the true issues with the game, like bugs that kills you. Monsters are just a challenge, so you can expect to die even with a broken build(as most use). Why don't you complaining about dying for your lack of attention, YES, it is lack of attention, ask to put a divine shrine in your char and your problem is over?


1 shots are an issue in the game, especially ones that are overly punishing to 1 playstyle while providing no real issues for others. Despite the fact that a few people have died to it as ranged (looking at you ziggyd, because he wasn't focused)

Granted my post was made under the circumstances that did happen in tempest, now that the coloration of these mobs are slightly different it should be easier to identify it still doesn't address the issue of them potentially doing too much damage, especially without damage mods and especially because he mentions "not capped on res" which obviously a hardcore character doesn't make it to 93 without being capped, not only regularly but with EE\ele weakness as well.


"
You don't need to be only ranged or melee, your build isn't supposed to facetank the whole game and you say, "i win", boring game, gonna play other thing. i hope they NEVER remove those kind of monsters, even though i died and will die a lot to them, the blame is ON ME playing, not the game.


Its poor game design when the challenge is only punishing to a playstyle that doesn't actually have any real counterplay to the encounter, please tell me what you do both solo and when in a party when you see volatile blood as a melee character, honestly if you don't play melee then your input where isn't needed at all.

Not only that even if we identify the challenge, we are just suppose to drop a melee totem to kill it and run away? Like that isn't even logical, we play a certain playstyle because that is what we enjoy, you don't see a ranged character really get into melee to deal with issues, except maybe bubbles, which we all know are much less deadly then volatile.
https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.
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goetzjam wrote:
(maybe unwavering\monster life)


sorry, but i had to :D

monster life+volatile= has high potential to be a 1-shot
d:-D*
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Gary_GGG wrote:
Personally I find them mostly a gear/build check for melee. They ensure you have close to max resistances, and a decent amount of life/energy shield. I rarely die to them unless I'm undercapped on resistances.


Residence Domi's Hand of God deals roughly 7-8k damage (on average) against my setup. If I screw up against bulkier volatiles, I get left with around 1k hp (varies a lot, always goes below 2k) out of 8.6k pool. I got around 100% resis even in ele weakness maps.

Having to deal with damage spikes that are more or less similar to t9 Dominus' Hand of God isn't something I'd quite call a "build check for melee".
[s]only mindless sheep think labyrinth is OK to have in PoE.[/s]
okay nevermind labyrinth, fix dx9 blackscreen instead...

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