Utility flask should be able to remove marks.

"
Mark_GGG wrote:
Marks are removed when the thing that applied them is killed.

Should I logout/reset instance each time I get marked in delve? Because monster which marked me may be 10 screens away.
Last edited by exiled_cacodemon#4629 on Jun 2, 2022, 5:32:02 AM
Would be nice if marks will be removed on reaching certain distance between the marked target and the source of that mark, say experience gain range (about couple screens). Even though my character is unaffected by curses, having mark above its head 99% of the time during delving is pretty distracting:)
Monster marks could always just be given a duration, unlike player ones. Something really long like 2 minutes.
Украина в моём сердце
"
FT13 wrote:
"
taggedjc wrote:

He is aware of this, given that he says: "This is not good enough if you consider a random magic mob, that you missed at the start of your map can curse you for the entire instance, unless you backtrack and hunt corners to find it."

The suggestion is having a way to remove the Mark besides tracking down and finding the one random enemy who happened to apply it to you (who may have then ran off to some dark corner).



Yea this. It's not really reasonable to hunt down all mobs in poe. Specially on builds like vortex that don't exactly hit the entire screen at once. I just walk trough and after a bit realize i missed a mob a while back and feeling bad i would have to leave map or backtrack if i wanted to play it safe.

I would understand it being perma if a boss or a rogue could perma debuff me, but just any random monster almost every other map I run....


I've got to disagree here if only a little marks becoming more of a threat i think is a good thing for PoE and as someone who's played for a pretty long time i've seen not only the game change but the way people play it and there are advantages to fully clearing versus speed farming and leaving a lot of things behind and this in particular seems to be a very healthy consequence for going too fast and not clearing everything.

Though removing it with a flask does not seem unreasonable, @OP would you be satisfied if it was possible to remove it from a flask but it required a MARK specific roll?
Innocence forgives you
Last edited by SilentSymphony#3358 on Jun 2, 2022, 1:09:16 PM
"
SilentSymphony wrote:
"
FT13 wrote:
"
taggedjc wrote:

He is aware of this, given that he says: "This is not good enough if you consider a random magic mob, that you missed at the start of your map can curse you for the entire instance, unless you backtrack and hunt corners to find it."

The suggestion is having a way to remove the Mark besides tracking down and finding the one random enemy who happened to apply it to you (who may have then ran off to some dark corner).



Yea this. It's not really reasonable to hunt down all mobs in poe. Specially on builds like vortex that don't exactly hit the entire screen at once. I just walk trough and after a bit realize i missed a mob a while back and feeling bad i would have to leave map or backtrack if i wanted to play it safe.

I would understand it being perma if a boss or a rogue could perma debuff me, but just any random monster almost every other map I run....


I've got to disagree here if only a little marks becoming more of a threat i think is a good thing for PoE and as someone who's played for a pretty long time i've seen not only the game change but the way people play it and there are advantages to fully clearing versus speed farming and leaving a lot of things behind and this in particular seems to be a very healthy consequence for going too fast and not clearing everything.

Though removing it with a flask does not seem unreasonable, @OP would you be satisfied if it was possible to remove it from a flask but it required a MARK specific roll?




I really don't think hunting mobs down to full completion is something I miss, i always hated those types of challenges. Also not all builds are suited to hunt down stragglers, specially in some tight layouts. Back in those days we also didn't have trash mobs like the trickster mod or the tiny lil wormys that dig themselves in and u wont find em for a while like in harvest. Besides that, not all mobs can actually be found again at all, for example of in delve or alva.

I would agree that having a separate mod that specifically removes/immunity to marks would be enough, because the other curses are not permanent.
"
unincorporation wrote:
"
Mark_GGG wrote:
Marks are removed when the thing that applied them is killed.
Especially obnoxious in Delve - get marked as you pass by a side tunnel and it effectively doesn't go away til you reload unless you spend a ton of time and flares hunting down the culprit. Would be nice to have some of those edge cases addressed.


I don't think they actually play the game
"
PraetorianMKII wrote:
Would be nice if marks will be removed on reaching certain distance between the marked target and the source of that mark, say experience gain range (about couple screens). Even though my character is unaffected by curses, having mark above its head 99% of the time during delving is pretty distracting:)


+1

I was hoping someone suggested this before.

I would also prefer having Marks be distance-sensitive (similar to how Effigy works) rather than time-sensitive.

It would be ridiculous for a player to Mark an enemy and leave it marked when the player or enemy moves 5-10 screens away. The same restriction should apply to when an enemy Marks a player.
Avid door opening enjoyer.
I very much recall a post when Flasks were originally nerfed about reducing the frequency that mobs can use Curse because players had almost no defense against it. This was what was done.

"
Monsters that cast Curses now have global cooldowns to prevent multiple of the same monster repeatedly cursing players.


The text doesn't make sense to me personally as a coder. Global means Global. In this context if an enemy Curses you that curse is now on a global CD for itself on all monsters.

This is an object CD. Not a global CD.
True global is how it should have been treated at least.

I have my own views about de-buffing players anyways though.
Generally it should be done in a very keen way and should have opposing effects.

Otherwise you just treat Offense and Defense as base-lines.
It's all gotten very screwy with penetration, curses, etc when players have limited, if any opposing effects and what we have is mostly to just survive map mod bonuses.
"Never trust floating women." -Officer Kirac
"
PraetorianMKII wrote:
Would be nice if marks will be removed on reaching certain distance between the marked target and the source of that mark, say experience gain range (about couple screens). Even though my character is unaffected by curses, having mark above its head 99% of the time during delving is pretty distracting:)


+1
Mark application range seems to be much higher than mob's own attack range, so you often get marked from offscreen.

"
The text doesn't make sense to me personally as a coder. Global means Global. In this context if an enemy Curses you that curse is now on a global CD for itself on all monsters.

This is an object CD. Not a global CD.
True global is how it should have been treated at least.


That was for the old Hexfont mobs afaik. Currently, encountering several Deadeye mobs at once is relatively rare. So even if global cooldown means a single mob's "global" cooldown, it does not really affect curses on player. Non-mark curses mostly come from map modifiers now.
They should have the same range as damage. Just use the same distance / logic that stops our towers from working in a blight map (2 screens). There's no good reason to keep a mob or a player cursed from 2 screens away. Tweak this distance up or down as necessary, but keep it consistent across the board for damage, towers, curses, etc.

Oh, and the guy who thinks it's a challenge to have a curse from 10 screens earlier. It's not a *challenge*. It's just an annoyance. It doesn't increase the skill requirement to run back and deal with that single mob from the start of the map or delve!

Report Forum Post

Report Account:

Report Type

Additional Info