STOP the on death explosion!! Please No one find its fun.

Let's put aside visual clarity of rare monsters first. Now in POE2, after I kill a rare monster, I am forced to stop 4 second then pick up my loot. That is one of the "better" situation. The worse situation is I just get killed since I was block by monsters so I cannot stay away from Rare monster I just killed.

Why would anyone find its fun to have explosions after monster is killed?

AND this explosions deal way more damage than the monster alive?

AND this explosions deal all kind different damage type?

And even its a degen that follow you?

And player cannot even see some of those.

If it is that deadly risky skills a monster used, Make it look like breach fire ball clear!! Those breach fire ball makes no damage but we all see it.

I give a good example in life. If there is high voltage electrified tool box nearby, what's the best way to handle it? DO NOT PLAY WITH IT.
Last bumped on Dec 24, 2024, 7:29:06 PM
Honestly though, it wouldn't be bad if you didn't lose all the loot. It just seems like lazy programming to go down the road of "when you die let's just deleted the level instance and reset the map" because that is what is easier for us and has better performance.
That's not true, Chris Wilson finds it fun, he's been obsessed with a few ideas since PoE1. This is one of them. Ruthless, Archnemesis and Kalandra are the others.

All the ideas that had the least appeal to the majority of the playerbase, and they designed a game around that.
"All the ideas that had the least appeal to the majority of the playerbase, and they designed a game around that."

But the after boss mechanics are just dumb. Boss dies, drops loot, and then waves on monsters or explosions, or ground damage get you after you outskilled the boss. Then they soft reset the room and when you go back to the boss he dies again in front of you and drops the quest item you need.

I feel like that goes beyond "hey I got this really cool idea" to the realm of "How can we just f**k with players" ha. I beat the boss. I earned that loot. I earned that reward. Oh too bad, you didn't beat the impossible mechanics that came after that though.

+1
I killed the mob, I won
"
That's not true, Chris Wilson finds it fun, he's been obsessed with a few ideas since PoE1. This is one of them. Ruthless, Archnemesis and Kalandra are the others.


We really don't know who's making all of the decisions, but the POE2 definitely feels a lot like a Chris Wilson special - full of all the features players hated in PoE1 but that he insisted were actually good.

On-death explosions, ground effect one-shots and things like lightning mirages were a necessary evil in PoE 1 when you zoomed around one-shotting screens. This game plays nothing like that, so these things aren't needed. Get rid of them. SO many parts of this game are anti-player it's not funny.
in classic poe1 you would only really ever die to a few things. molten explosions, the ones that followed you then exploded, which had a respectable visual, the bombs on the ground which had a clear visual and took like 3 seconds to detonate, and then reflect. the game was reasonable to play on hardcore at this time due to everything being reasonable and predictable.
PoE 2 it's the first of it's kind to make me continue playing past the first hours. I'm basically new to diablo like games because I disliked all games in the genre before PoE 2. And at the moment, I'm loving the game, it's great!
My experience with most of the community is also being great, all questions that I had, the world chat would be kind enough to answer me (besides some random trolls that all games have)...


And after a 100 hours, I can confidently say that some of the mechanics in this game are straight up unfair, specially in the endgame maps.

It's not fun opening a door (or turning in any corner at all) to be greeted with 4+ longe ranged enemies that kill you in less than a second with projectiles that you can't even see.
It's not fun to die to a random body exploding in the middle of the visual polution that this game offers.
It's not fun to die to a mob outside of my screen. If mobs out of the screen can hit me, let me zoom out to the point where I can see them at least.
It's not fun to die to a random wave of enemies after you kill a boss. I killed Viper 3 times at the moment. I died after killing her 2 times and lost all the items that she dropped.

It's fine to have these mechanics (not you mob raid after a boss dies) if they have clear visual indicators and time to happen before you get one shot by them
"
"All the ideas that had the least appeal to the majority of the playerbase, and they designed a game around that."

But the after boss mechanics are just dumb. Boss dies, drops loot, and then waves on monsters or explosions, or ground damage get you after you outskilled the boss. Then they soft reset the room and when you go back to the boss he dies again in front of you and drops the quest item you need.

I feel like that goes beyond "hey I got this really cool idea" to the realm of "How can we just f**k with players" ha. I beat the boss. I earned that loot. I earned that reward. Oh too bad, you didn't beat the impossible mechanics that came after that though.



GGG aren't the masters of game design they think they are. All they've done is agitate their core loyal audience to go find another game to give their money too.

GGG is too arrogant now for the drastic chang this game requires. The issue with PoE2 is an issue with their vision, not an issue with their game. There are fundamental design decisions that were made in a split second with no thought or discussion on their implementation.

What a waste of talent and resources
Diablo 4 had this exact problem. and players hated it.

is POE2 copying Diablo4? it sure seems like it.

nearly every problem POE2 has, diablo 4 had.

all of these debates/fights already happened between players and blizz.

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