Bearers and Volatile Blood

Well dang and I thought getting one shotted with 5k life and max resists was extreme. Looks like not even 8k health pool can save you.
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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.


While I personally haven't died to this mechanic yet, it's still something I learned to fear in hardcore, mostly because the damage it can deal is hard to predict (it felt to me, that the explosion-damage is somehow related to the physical damage output of the monster that has it).

I've been hit for 90% of my HP in a Tier 11 Precint Map last league (Talisman), with 6,2k HP in total, capped resistances (76% fire) and capped physical mitigation (90%), which was without a doubt the hardest hitting Volatile Blood minion I have encountered so far.

Just imagine how frustrating it is to lose your character to a mechanic that can be absolutely harmless on some monsters (Necromancers), to potentially killing you outright on others, without being able to tell for sure, how much damage it'll deal to you.
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ScrotieMcB wrote:
Corrupting Blood is still around and that is good design (punishing high levels of Attack/Cast Speed). It is good design because it applies a Damage Over Time effect. This prevents it from every truly one-shotting characters. It is good design because you can achieve temporary immunity with flasks, so even if you have very high Attack or Cast Speed you can play around it.


Lol no, Corrupting Blood is not a good design because it jumps over multiple balance decisions. It punishes much harder weak, multi hitting attacks like ball of lightning than pure cast-attack speed, its damage is based on the mob damage (so is lethal on high damage-slow AS mobs while being barely relevant on low damage- high AS mobs) and it jumps over evasion completely, so the entire right side of the tree is screwed (low amount of life nodes).

Given, the fact that you can completely counter then with flasks and the delayed damage makes this issues way less important.
Last edited by Adser#1634 on Mar 28, 2016, 5:31:46 PM
I agree volatile is underlooked and has a potential of one shottin melee or bladevortex builds. I think if volatile had a 1 second delay before exploding it would be easier to avoid those when playing melee. Or maybe a series of explosions every second with 10% increased aoe for each stage(lasting 3 seconds but dealing 3 times less damage)
Last edited by Dr1MaR#1294 on Mar 28, 2016, 11:11:23 PM
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Adser wrote:
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ScrotieMcB wrote:
Corrupting Blood is still around and that is good design (punishing high levels of Attack/Cast Speed). It is good design because it applies a Damage Over Time effect. This prevents it from every truly one-shotting characters. It is good design because you can achieve temporary immunity with flasks, so even if you have very high Attack or Cast Speed you can play around it.


Lol no, Corrupting Blood is not a good design because it jumps over multiple balance decisions. It punishes much harder weak, multi hitting attacks like ball of lightning than pure cast-attack speed, its damage is based on the mob damage (so is lethal on high damage-slow AS mobs while being barely relevant on low damage- high AS mobs) and it jumps over evasion completely, so the entire right side of the tree is screwed (low amount of life nodes).
All I'm seeing is "it's super strong against fast hitting builds," which is only an issue because something which is strong against single-big-hit builds doesn't exist yet. It's not broken, it is just missing its other half.
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.
I remember Coropted blood frst time when i whas on my frst maps on one of my frst chars.
It whas CI Witch with ZO and using freez pulse. Big yelow skeleton with life regeneration, i attack him and i get my ES degen i stop and recover but his HP recover also, it whas realy anoying...

Volatile blood, bearers, CB are ignored on range attacks. Last ligue i played my frst Bow build and it whas a joke mechanic.
My only melee char to be viable whas using perma IC and got loot on max res and fortify, realy dont see how contact melee can survive difrently and im not talking rave and such AoE builds.

You get hit with thos things and if you not God mode you gona die. Its instant and as far as i know cant be evaded, big spike of damage just to destroy unfortunate melee character. Same go with parting with ranged characters, they give a f... abouth melee and monsters around them, got killed many time becouse ranged chars just dont pay attaention.

Cant say it be good to remove denger from game but some things need to have same level of risk no mather melee or range. It be intresting if they change it as a reflect on low life or something so it effect thos that make the killing blow and not person next to it.

Cant realy say im found of Bloodline mods, they make monsters more deadly when they dead then when they are alive.
Last edited by nEVER_BoRN#3512 on Mar 29, 2016, 12:03:55 AM
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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.

Uhm ...
No.
nEVER_BoRN

If you are within range no mechanic in the game will allow you to avoid volatile damage.
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.
If be honest I don't like mechanics in POE as HC melee player. Just check latest Phc ladder, how many truly melee characters will you find in Top100(and don't count EQ as melee skill please)???

I think Ggg's balance team doesn't give a f#ck about current state of the game: aoe phys damage, evasion and dw melee builds.

My idea for volatile blood is Coldblooded - Freeze or Mute for 0.3seconds if you are in close range after killing rare elite and freeze up to 3 seconds for far distance kill.
3.0 IC Elemental Facebreaker Ascendant (HHC) - https://www.pathofexile.com/forum/view-thread/1972518
2.6 Burning torpedo BLS Berserker(HC) - https://www.pathofexile.com/forum/view-thread/1866111
2.5 HoWA BF Elemental Raider - Hybrid 800+int - https://www.pathofexile.com/forum/view-thread/1785450
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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.




prox shield kinda covers that esp on a devourer or any fast hitting mob that will gimp ev.

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