"snipes you on death" is neither fun nor a challenge
|
There are these monster mods what snipe the player on monster death. Seeing how chaos and lightning damage got picked for these mods, I understand you're doing a genuine attempt to kick your customer in the teeth.
This customer is playing a game in spare time. If getting kicked in the teeth was my job and it paid really well I'd take another job. In my spare time I'm in for a fun challenge. "snipes you on death" is neither fun nor a challenge. Worse, these mods are not mishaps in a game full of chaos. These mods are order to a single purpose and I'm sad it gives you feelings of a job well done. Last bumped on Feb 11, 2023, 7:02:12 AM
This thread has been automatically archived. Replies are disabled.
|
|
|
Are you talking about the floating balls that chase you and detonate when they reach you?
If so, you're supposed to wait until they reach you, and begin detonating, then blink to dodge them once they are stuck in place. |
|
|
While the on death tardiness got lowered with Archnemesis removal it can still be horrible.
What annoys me more however is the on death puddles caused by Eater mobs! Very annoying on a low regen build when I just want to pick up the loot instead of waiting until the puddle is gone. |
|
|
Almost everyone agrees and dislike on-death effects, but sadly it seems like they're doubling down on them instead of reducing.
In current PoE, the ground is your biggest enemy. This design philosophy also carries over into endgame boss fights like uber Maven or Sirus, where the most challenging parts of the fight is dodging the ground. |
|
|
For me, all these "on death" mods are not the biggest challenge.
Getting genuked by an enemy I just killed is rarely a problem for me because you can avoid death pretty well with enough experience. I agree with many of you that all those puddles are annoying as hell, but the mods I hate the most are the immunity mods that some mobs have. When playing a DoT build, it means that a mob that is immune to your DoT doesn't die. In harvesting, it means you can't clear the whole crop, and every now and then I get stuck on the first planter, which is pretty stupid. Essence mobs also have these immunities quite often compared to normal rares. And especially here it is relatively inconvenient to somehow get rid of such a mob again. I think everyone has their own problems and highlights, depending on their build and playstyle. To cut to the chase: There are many mods that can throw a wrench in the works depending on your knowledge, build and equipment, BUT I'm really glad the Archnemesis are gone, because they were even worse. But there are still enough construction sites. |
|
|
GGG loves them because they actually kill players.
players hated porcupine monsters and detonate dead. GGG was kind and gave us ways to destroy corpses. GGG looked at the numbers and we werent dying enough so purple crystals and lightning mirages were added. i would say molten shell and the glowing orb that chases you are QUITE obvious, if you die to them often, you probably should start learning to dodge the mechanics. lightning mirages and purple crystals often catch players off guard. [Removed by Support] Last edited by exsea#1724 on Feb 6, 2023, 10:39:58 PM
|
|
" There are no "true" immunities on mobs, this effect comes from BS stacking of resistance, max resistance, less damage taken, and regeneration from several modifiers. If you play DoT, nullifying enemy regen is a must have. You could at least take panteon and life mastery for that. |
|
" Sounds like you want some damage penetrates % (resistance here) modifiers as well. |
|
" I run Elemental resistance penetration but it didn't help me to kill rares with "Can't be ignited". |
|
|
Ah, Fire Dot's. Yeah, can't be ignited would be a problem.
|
|


































































