Bearers and Volatile Blood

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SunsetVista wrote:
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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!
Well, I certainly thought so. A little disappointed it hasn't been quoted more.
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.
Of all the things that make no sense at all in this game(which are alot, even though it is an amazing game), volatile comes on top. It is the most dangerous mod in the game, that only punishes melee which is already very underpowred compared to ranged, and it is 100% unavoidable, unless you carry a ranged skill with you all the time. Dev's post seems like a troll post.

If they do not want to remove it(or adjust it), in order to be fair, they should also introduce a mob that deals the same damage as volatile blood if it is not killed in point blank melee range.
https://www.pathofexile.com/forum/view-thread/417287 - Poutsos Flicker Nuke Shadow
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Panini_aux_olives wrote:
I never really had a problem with these two mods but I agree they're overtuned for melee (volatile especially, the delay on bearer is enough to avoid it for me). However I find that Orb of Storms fx is way too similar to bearer of lightning, which only add to the confusion, especially in party.


Agreed on the bearers and orb of storm similarities, in that seeing orb of storms often helps to cause ignoring of bearers.

Also, instead of having all the bearers go off at one time and "one-shot", it might be nice if the bearers were linked with a cooldown, so they pop more slowly and one at a time. Like leapers or flicker strikers.

But, I haven't died to them for many leagues, until this league when I walked derp style into a pack of them.
Maybe they could make better visual for bearers.
For example the ball in the middle of the circle levitates up slowly in the air charges (ball getting brighter) and explodes.

Even though they are not my favourite mods in terms of creativity on mobs, we have tools to avoid them.
Last edited by Arno92#4533 on Mar 22, 2016, 2:00:28 PM
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Arno92 wrote:
Maybe they could make better visual for bearers.
For example the ball in the middle of the circle levitates up slowly in the air charges (ball getting brighter) and explodes.

Even though they are not my favourite mods in terms of creativity on mobs, we have tools to avoid them.


This thread was intended to be primarily about volatile, not really bearers.
https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.
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Poutsos wrote:
Of all the things that make no sense at all in this game(which are alot, even though it is an amazing game), volatile comes on top. It is the most dangerous mod in the game, that only punishes melee which is already very underpowred compared to ranged, and it is 100% unavoidable, unless you carry a ranged skill with you all the time. Dev's post seems like a troll post.

If they do not want to remove it(or adjust it), in order to be fair, they should also introduce a mob that deals the same damage as volatile blood if it is not killed in point blank melee range.


Paragraph 1: Agree

Paragraph 2: I am perversely excited by this idea
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.
Having a gear check on a mob is stupid, it should be more fair (look at Atziri).

If you don't have a ranged skill to kill a volatile that's 100% your fault. Volatile Blood mobs start spawning at level 2, and if I'm correct that's only after you reach the town. This implies that you should always have access to a ranged skill... blah blah blah, I hate it.

Personally, I "like" volatile bloods, they punish you for just mindlessly killing things with complete disregard of their mods (SC of course). But it's not the volatile bloods I like, it's being punished for acting in a inept way. I would like to retain this idea of being punished for being stupid, but not being instantly killed. Similar to Corrupting Blood.

It's post like these where I wonder what's the actual worth of armour and evasion in their current state when all you need is HP/ES and res.
R.I.P. Harvest crafting. You were amazing for one league
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Icewave21 wrote:
Having a gear check on a mob is stupid, it should be more fair (look at Atziri).

If you don't have a ranged skill to kill a volatile that's 100% your fault. Volatile Blood mobs start spawning at level 2, and if I'm correct that's only after you reach the town. This implies that you should always have access to a ranged skill... blah blah blah, I hate it.

Personally, I "like" volatile bloods, they punish you for just mindlessly killing things with complete disregard of their mods (SC of course). But it's not the volatile bloods I like, it's being punished for acting in a inept way. I would like to retain this idea of being punished for being stupid, but not being instantly killed. Similar to Corrupting Blood.

It's post like these where I wonder what's the actual worth of armour and evasion in their current state when all you need is HP/ES and res.



Gear check isn't necessarily stupid, I think its quite funny that I can't recall the last time I died to this sort of mob outside of races, in which you don't really have the ability to stop for a second to improve gear. I'm not opposed to the mechanic pre map, its only once you start hitting a certain level of maps in which the mechanic just isn't as avoidable or able to plan around.


Forcing a ranged skill onto every build is not good, it limits the other gems you can use, its the same reason why they removed reduced mana from auras and why EC can't be cast by CWDT anymore.

I agree with the idea of being punished but not instantly killed, which is why I made my suggestion, that being said I play in HC and the 1 o shit that mob was volatile doens't really sit well when you have a large life pool and are "tanky"

Armor and evasion are good against physical attacks, but honestly that isn't what is going to kill you these days, these days its going to be elemental damage.
https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.
I'm all for improvements in the one-shot department. I find those things rather silly. It forces certain play styles above others. Same goes for lightning thorns (don't do fast attacks); reflect (don't hit hard); and similar shenengians.

On the other hand, I don't mind bearers for example since they pose an equal thread to anyone not paying attention instead of favoring selected builds.
It's funny to find this thread when just yesterday a friend and I were talking about bearers and volatile blood being two of the only things left in the game that still pose a threat. Please do not nerf or change these.

I miss back in the early days of POE when you actually had to build a character that was well balanced in damage vs survivability. Remember - back when reflect was actually dangerous?

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