Bearers and Volatile Blood

Not everything is feasibly killable or should be killed by certain builds. When looking at the level of map and the mods, discretion is the name of the game.

If you have ever watched ladder pushing streamers, you will know sometimes it's better to skip than chance a death for a small portion of XP.
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100% Ethical, most of the time.
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Vaydra wrote:
Not everything is feasibly killable or should be killed by certain builds.


"Melee" as a whole counts as a "certain build"? Ye, ok.
[s]only mindless sheep think labyrinth is OK to have in PoE.[/s]
okay nevermind labyrinth, fix dx9 blackscreen instead...
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mynameisonlyforthegods wrote:
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Vaydra wrote:
Not everything is feasibly killable or should be killed by certain builds.


"Melee" as a whole counts as a "certain build"? Ye, ok.


That's a very broad generalisation of "certain builds". In the context I was referring to the discretion of the player for their particular build, be it melee or otherwise.
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100% Ethical, most of the time.
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Last edited by Vaydra#3440 on Mar 21, 2016, 10:15:57 PM
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PyleWarlord wrote:
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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


The thing is the wiki just has this information about the mod:

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Volatile Flame/Ice/Storm blood (requires monster level 2)
Explodes upon death, dealing some (percentage of hit damage?) damage of the relevant elemental type in a small area of effect. It has also been speculated that the value used is a percentage of maximum life.



The thing is people say it is based off of the main hand damage of the mobs instead of monster life, that is why additional mods like XX damage as lightning scales the damage of the explosion. The confusion could be coming from the fact that typically it is the largest HP mobs in the game that hits the hardest. If GGG wants to clarify this interaction that would go a long way in determining counterplay\play.

https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.
Looking at GGG's reply.....

Why do I get the feeling that when it comes to gaming experience in volatile blood, OP goetzjam knows more things than GGG is? :S

seriously tho Volatile Blood need to be gone. or make it work like bearers = a few seconds delay b4 exploding.
Bearers - just fine, no change required. (If any change, just make their indicators slightly easier to see.)

Volatile Blood - should be instead of dealing hit damage, inflicts an elemental status ailment (similar mechanics to Freeze Mine). Ideally at much greater AoE Radius than present, so the whole MvR thing isn't an issue. The Ignite could (and should!) have the potential to be scary and potentially deadly with damage mods, but with the appropriate status prevention flask up you should be safe.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Last edited by ScrotieMcB#2697 on Mar 21, 2016, 11:29:17 PM
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ScrotieMcB wrote:
Bearers - just fine, no change required. (If any change, just make their indicators slightly easier to see.)

Volatile Blood - should be instead of dealing hit damage, inflicts an elemental status ailment (similar mechanics to Freeze Mine). Ideally at much greater AoE Radius than present, so the whole MvR thing isn't an issue. The Ignite could (and should!) have the potential to be scary and potentially deadly with damage mods, but with the appropriate status prevention flask up you should be safe.


This is a great idea!
Softcore, solo self-found.
----- Currently: -----
Holy Relic of Conviction Flicker Strike Necromancer in Mercenaries
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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.

You must corrupt red maps.
And do them with all that sweet -11, +80,+ 90 mod.
No rest for the wicked
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allbusiness wrote:
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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


Try in excess of ~8.3k in a 78 Courtyard Map. I can only assume this goes higher in the newer higher level zones and compounds with various map modifiers.
IGN: Victory_Or_Sovngarde
It's not a 13 week development cycle, it's a 13 week supporter-pack cycle.
You can play any build you want, as long as it's the current meta.
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ScrotieMcB wrote:
Bearers - just fine, no change required. (If any change, just make their indicators slightly easier to see.)

Volatile Blood - should be instead of dealing hit damage, inflicts an elemental status ailment (similar mechanics to Freeze Mine). Ideally at much greater AoE Radius than present, so the whole MvR thing isn't an issue. The Ignite could (and should!) have the potential to be scary and potentially deadly with damage mods, but with the appropriate status prevention flask up you should be safe.


That is a fine idea too, I was just thinking if they wanted to make the rare mod more balanced it was an option to do my suggestion, but to be honest I think I like your more. That being said I dont know if it is possible or they would to it so long after the leagues were around.
https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.

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