Death recap, capture of damage in the last seconds just before death
I'm sick of getting one-shotted in T16 maps and not knowing what I died to. Is it possible to implement some kind of death recap system where we at least know what we died to so that we can scale our characters in the appropriate defence?
Last bumped on Mar 5, 2023, 6:40:47 AM
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I'm just curios, what will you do with such number?
Lets say you got crit with 7k cold damage, what will you do, will you actually change something each time this happen? You can go to wiki and look monster skills and damage, auras, map mods. This is not a turn based game and its random monsters, map mods, auras. Last edited by nEVER_BoRN#3512 on Jun 6, 2021, 6:58:56 PM
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The first step to any solution is to identify the problem.
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You should just accept the fact that death in poe is rng as anything else. With all the chaos happening on the screen you can't really do anything about it. But you can lower the chance by stacking defences, increasing damage and avoiding content.
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+1 for death recap. It's most common thing for feedback on modern games. Especially on poe where everything kill you in seconds. I need to understand how my survivability changes with life/evasion/armor/chaos/elem max resists changes and other.
PS. if you don't need this feature PLEASE don't say that I need it. Keep your "VERY IMPORTANT" opinion by yourself. |
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nah this is definitely needed, maybe we can see some overhauled systems after PoE2 and the team hopefully is not so overloaded.
Innocence forgives you
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