On Death Effects and One Shot Mechanics
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On Death effects should be removed or significantly rarer (maybe restricted to exarch or specific league mechanics).
We should be able to kill mobs and have them BE dead. It's ridiculous that the mobs themselves don't deal damage, yet their deaths cause obscene amounts of damage. It's backward game design. I totally agree with Fruz, something amazing drops and you want to jump on it...but then you die to a mob you ALREADY cleared and ALREADY dropped loot from. That's just pure nonsense. Next they will implement a new mechanic where you take damage every time you pick up an item. "On pickup effect" Last edited by jsuslak313#7615 on Jul 5, 2023, 12:14:03 AM
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"You do. They are dead. But you're not playing against an individual monster, you're playing against the map; against Path of Exile, the game. The game doesn't owe you safety for killing a monster. On-death effects are fine. Killing monsters is something you do; the game reacting to your actions is normal. If there's a problem it's some of the oversized fights that can partially drown out the signals available to you. |
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Hopefully they'll reduce them significantly once they slow down the game a bit. Because RN they're one of the few ways GGG can actually kill players in maps and that's probably why they exist, but at the same time they're the most BS and unfair mechanics in the game.
Ninja.
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" Excellent post, Ray! Something like you describe would be a huge improvement. I've been playing D4 lately and have grown to really like the monster tag displayed when the cursor is locked on a monster. It's not exactly what Ray is asking for but it gets part way there. Over 430 threads discussing labyrinth problems with over 1040 posters in support (thread # 1702621) Thank you all! GGG will implement a different method for ascension in PoE2. Retired!
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I'm a new player who just recently got my first character through the campaign in standard. At level 75, I tried doing my third lab and the dog insta killed me with something, so I figured I'd level up, improve my gear and try again. I did, and killed the dog and got to the last room and killed the boss. I have made it a habit to be mindful about moving away from dead mobs (after getting screwed over several times trying to get my next level), so I blinked away as soon as he died, and I still got insta killed by an on death effect... a whole bunch of arrows just dropped on me and killed me from full life. And of course, since its lab, I couldn't go back and collect all my loot and get my next two points for my ascendency class, so now I have to do it all over again, and it's just such a source of unfairness and frustration.
Personally, I don't really see why these are a thing and apparently so common, too. The mobs shouldn't be able to kill you after you defeat them with a skill that activates after they're dead. And I don't see what benefit it adds to the game or how it's supposed to enhance the enjoyment of the game. It just seems to be a completely unnecessary punishment that does nothing but cause frustration. I've only found a handful of things particularly annoying or frustrating in this game so far, and on death effects are right up there at the top of the list. |
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The lack of death replay or lethal damage summary is one of the biggest shortcomings of this game. You die and the game doesn't tell you why. What enemy did how much damage of what type - you will never know.
It has been requested great many times. The devs' response is always that it's too hard to implement or it would take too much resources/data. Which to me is simply LAZY. The feature that exists in a number of other popular games is suddenly too hard to implement in PoE? I don't believe it. For whatever reason it's just not a priority for the devs. And that's sad. |
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You guys are comparing with Diablo 4 and reading mods. Which is kind of funny considering the fact that a lot of the public opinion is that the monster density is too low. Which is what causes the issues you’re talking about.
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" My apologies to everyone for mentioning D4. I was not really trying to compare with D4. I thought I was giving a minor example as to how another game provided some of the information that Raycheetah was suggesting would be useful. Sorry again about derailing the thread. Please ignore my D4 comment. Over 430 threads discussing labyrinth problems with over 1040 posters in support (thread # 1702621) Thank you all! GGG will implement a different method for ascension in PoE2. Retired!
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" Just because something is done in one game doesn't mean it is 'easy' in others that hasn't been designed for it. I do software for a living... Retrofitting features into old software (and PoE is old software) is usually a nightmare. There are usually some 'touch it and die' parts of the software you don't want to even look at, much less touch. When you retrofit features, it is done on a risk/reward basis. You want to touch low-risk parts of the software, and you want a high reward (revenue) for it. It is unlikely that a death-log would bring in much revenue, and since we don't know the PoE software we can't evaluate the risk. If it had been a low-risk simple change, I'm pretty sure GGG would have already done it given how much it is requested. IIRC, GGG's very plausible explanation was that they'd have to change the internal player representation in the database to no longer be a 'current status', but also include a history for whatever has affected the player over the last X seconds (a death log for just whatever bought you to 0HP is meaningless), and the processing, memory, bandwidth and database storage for it was prohibitive. Calling people 'lazy' when you don't know anything about the issues (and no, you don't) they face is not at all valid. |
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"they're not gonna read it because all of them chill on the unofficial poe reddit discord and all that will happen is that moderators gonna edit in the forum thats about it no sign of life from devs in the forum in the FRIGGIN OFFICIAL FORUM!!!! "There are Penalties in the Game, no one's complaining about them"
Chris Wilson Exilecon 2019 |
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