Corrupted Blood needs an overhaul again

Corrupted Blood as a concept does not work for this game; unless the design intent is to single pull every single mob; read all of their abilities and affixes; wait for them to telegraph all their attacks; and then attempt to kill the mob before single pulling another.

100% of the time I cant even chug an anti-corrupted blood potion quick enough because I just immediately hit max stacks and instantly drop.

Last edited by jjb1214#5853 on Jul 14, 2021, 7:56:12 AM
Last bumped on Jul 16, 2021, 6:40:28 AM
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It doesn't happen to me. I died from corrupted blood in the past, but because I was distracted and didn't notice it.
Maybe your builds are paper? It's good to invest in defence, if corrupted blood kills then a lot of other things in the game will. Or maybe your characters happen to be particularly weak to it
corrupted blood is physical dmg so elemental resi dont help in this case

on any reasonable build corrupted blood is fine,you just have to pay attention
if you arent able to do that just get an immunity jewel
Half my builds can run around with 10 stacks without the life even moving and on the rest i usually still have enough time to counteract unless i am not paying attention.

Just get a corrupted blood immunity jewel or start using your flasks proactively as intended. Even disregarding CB, if you only pop your defensive flasks after you took heavy hits you are probably dead. You have to use them in advance.
Its because you kill a lot of corrupted blood mobs at the same time and you're instantly at max stacks, a quarter of a second lag (which tends to happen exactly when a ton of mobs insta spawn) and you're dead on a 3-4k build in a blink.

Get immunity on a rare jewel for cheap. Or continue "enjoying" the ssf exerience, if you're into that. I hear some people like being spanked, too.
Its a generic on/off switch either be immune or risk dying.

Indeed requires an overhaul in my opinion as its arbitrary.
For me corrupting blood only starts becoming a threat somewhere around early red maps and mostly the juiced ones (I believe it scales with monster damage mods).
That said even on low ehp pool characters the time window to remove bleed via flask can be extended with enough hp regen via vitality or stone golem.

Honestly I think it is fine the way it is. It is nowhere near as instantly punishing as reflect mob packs were and does the job reminding players that going all in on damage with no sustain or ehp buffer can have drawbacks.

EDIT: also do note that corrupted jewel with immunity is a QoL rather than necessity. Putting Staunching suffix on utility flask gives immunity for the reminder of flask effect, that is more than enough time to wipe out and forget about the nemesis rare or the rest of corrupting monster pack, so one pop per mob/pack and those are not that common.
Last edited by respon#2182 on Jul 15, 2021, 3:30:56 AM
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respon wrote:

EDIT: also do note that corrupted jewel with immunity is a QoL rather than necessity.


Except possibly Sirus boss fight, where you can very feasibly run out of Flask charges, then get hit with his phys-flavoured beam.
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adghar wrote:
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respon wrote:

EDIT: also do note that corrupted jewel with immunity is a QoL rather than necessity.


Except possibly Sirus boss fight, where you can very feasibly run out of Flask charges, then get hit with his phys-flavoured beam.


True that. Though I believe that him being an end game boss justifies the extra investment needed as much as I hate his whole encounter design.
Corrupted Blood is just like many other mechanics in POE: trivial if you cheeze it. 'regular' ways of dealing with it are expensive, can fail you and you might be unlucky (no flask charges at the exactly the wrong time)

slap one corrupted jewel and you are free to ignore this deep mechanic


there are DOZENS of mechanics like this and these define what is 'meta' more than things like damage or whatnot: there is no meta build that does NOT trivialize mechanics like these. ailment immunity, CB immunity, curse effect reduction (altho - ive been ignoring curses on me for YEARS now, no problem), phys damage reduction (in place of useless Armour). these + a meta skill that does 3 times the damage of other skills + a setup that deals damage on the move = meta

i wonder how is GGG going to change that? remove cyclone? remove triggers in general? remove encounters where being mobile >>>> all other forms of defences, combined?

my recent Spectral Throw characters seriously made me quit playing the game, so looking back from the distance - most POE's mechanics are just like CB: you just cheeze them, cheeze the damage and cheeze the game in general.

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