Please remove the pink exploding crystals on death
It's not like i think the mechanic is great, but: "Don't stand in place during and shortly after a fight" is like the basic rule of POE. Dying to those crystals is honestly no different than your other death to CE, you got careless. Always move away from your position even after a fight. I don't even bother looking for all the ten million different fuck up mechanics the game has, i just follow that one rule and avoid them all. Even if GGG removed this one, there are a billion others that can fuck you over just as much. It's a core design principle at this point.
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" -50 chaos res? Am I reading that right? |
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To prevent rsi from having i think some of these effects should be removed, or make an unique that deactivates them.
Last edited by roundishcap#0649 on Jul 3, 2023, 3:40:55 PM
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There is something else, which is real shitty abouth this mechanic:
It goes through walls. If you are in an undergroud map and you walk in one passage, while there is a second passage with a crystal skinn monster, you will get targeted trough the rock, without a real line of sight. If you are in the labyrith, behind a wall, you will get targeted through the wall... This was and is really a bad game design. A remnant of Archnemesis, which no one really needs or wants. kind regards Arkon |
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i hate the purple crystals but i would say ggg has improved it and nerfed it enough.
previously i would say its a total BS mechanic where the death is real cheap. now, its much more balanced where you do have more time to get out of the way. i wouldnt mind it being removed, but imho they should make a more obvious "purple sparks flying" when you hit the monster to help us visualize the effect. [Removed by Support]
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Again i die to this BS mechanic,just reached maps,4k life,78 all res,87% damage reduction. oh u didnt get chaos res capped after your 3rd white map ? too bad let me 1shot you.its not fun in SC and its total BS in HC. At least make it only possible to spawn in yellow maps and upper.
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The thing is it's "exploding crystall on HIT", and it actually does not matter how high your defences are in case you're hitting mob fast and not oneshotting it. (Except probably ward with flask.)
If mob hasn't died from couple of hits - crystalls are stacking up to instakill numbers in no time. Possible solutions, each one could solve the issue for me: 1) Add some (more?) internal cooldown to those crystalls activation. So if you erase the mob in 0.5 second it wouldn't spawn lots of crystalls on you no matter what. I'd be fine with (much) more damage per crystall in that case. 2) Make each crystal sprite on the ground wider and brighter, add some purple veins attached to it (like sporeguard ground effect) or smth, so it wouldn't be hidden by standing character body with aura effects and mtx. 3) Make hissing sound before the explosion happen 0.5 second earlier or the explosion itself take 0.5 second longer after the sound. Because in current state it feels like trolling - hissing sound arrives ~0.3 sec before the explosion. Just enough to understand what's happening and just barely not enough to actually click a button to blink away. (Median eye to muscle reaction time is about 0.3 sec, but only when you're hard focused on it.) |
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+1 Full tank 4k hp 80all resistences 90% Armor.. this is ridiculous in HC
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