Remove on death effects, period.
They should be removed. Gone. Deleted. The code printed on the paper and live streamed how you burn it.
Or at the very least they should be FORCED TO BE ON TOP OF ALL THE SHIT AND GLOWING RED And never ever chaos. And dodge roll should give immunity to all on death effects during the entire dodge roll. Just delete them. I can blast through maps and bosses no problem, tank most shit, avoid the rest, easy. But on death effects, they literally ruin everything. My only cause of death. Now they fucked up two hours of me setting up 3 boss nodes with overlapping towers and properly juiced waystones. No, the difficulty is not a problem, fucking on death effects are. I was so hopeful that after all the big boy talk you had about on fucking death stupid ass effects, that you will actually fix it, but no. It's just ported straight from PoE 1. Sincerely, a pissed off dude who's about to play some Helldivers to get my mad out. Last bumped on Jan 11, 2025, 9:57:37 AM
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+1
On-death effects are the worst shit ever and should never be used. It was tested in PoE 1 for 10 years. It never was good. It's a failed experiment. Burn it. Maybe we have to tell the devs what gameplay they created, because they are not aware? 1. I am in the map. 2. I kill a rare monster. 3. I run away. Always. It doesn't matter if there are any effects. 4. Wait 3 seconds. 5. Go for the loot. 6. Repeat. It doesn't matter how good your telegraphing is. It can be perfect, and I still won't change my playstyle because there is no point in risking it. If there are on-death effects, I am waiting 3 seconds after killing every rare. Nothing GGG can do to change this playstyle except remove those effects. It is that simple. |
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Exactly. I stopped dying to on death effects by instantly rolling away from yellows when they die. I look AND feel like an idiot when there is no on-death effect, but the game trained me to do this silly automatic action now because the penalty of death is too high.
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+1
On-Death effects was bad in PoE 1, and massively dissapointed they kept it for PoE 2. It is a terrible and griefing mechanic, espeically in combination with certain other rare monster mods. This is compounded by overlapping mechanics that obscurbe on-death ground indicators. And there are these stupid graphics that play now when you kill some rare mobs that are cosmetic ONLY, which further muddies the waters. At the very least, they need to PICK A LANE. Either go in for the cosmetics, or double-down on visual clarity for meaningful mechanics. At the end of the day, dying is part of the game, and not inherently a problem. Problems arise when either... 1. The thing you died to was imperceiple, ie. functionally invisible. 2. The thing you died to has no counter-play 3. The thing you died to has counter-play, but requires you to float around aimlessly putting a stop to the action. We're here for an ACTION RPG after all. |
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Seconded. I fucking hate it.
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No matter where I go, the exploding fat guys follow
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" I'd laugh if I hadn't died to that fucker following me around the corner and dying to my wind dance on top of me while I was frozen and couldn't run. *sigh* |
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" This is a succinct and accurate summary of the gameplay interaction that makes on-death mechanics so frustrating. I believe that the argument for on-death effects was something like: 1. Engage with enemies that aren't otherwise threatening 2. Break up the combat space, as they force different decisions about which enemies to focus on killing, or to avoid killing. I think option 2 is pretty fine, but option 1 is kinda ouroboros. We intentionally build our characters to choose which enemies we want to interact with or not. If we killed it before it could act, it's because we designed (our side of) that interaction. Just like we make choices about which enemies to kill and when (2 from above). I think the only real solution is to heavily limit their use. If maybe 1% of enemy types or mods have this threat, then we know when we need to be more cautious. But, it feels like closer to 30% of enemy types or mods have some on-death component. This is too much. |
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They really didn't learn from poe 1 that no one likes on death effects, sure coming across it once in a blue moon is fine but honestly I just did a map where 70% of the mobs did on death effects and thats frankly appalling.
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I'm a gemling. I can't even see the screen half the time. It's all clouds and splosins :p
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