On Death Effects do not feel fun to play against and here is why
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I played POE before and on death effects while there they were not as potent, currently as we deal with a lot more variety of those types of effects it is apparent that there are many problems with them. Particularly with Clarity.
We have to remember that POE is inherently an ARPG where we eliminate enemies, often lots of them and we get lots of loot, the loot on the ground shows as separate nameplates, each of those nameplates covers everything, that means if we get 5+ drops then we do not have visibility on that spot of the screen, if an enemy monster has died it drops the loot there and makes it impossible to see what happens to whatever is left after we eliminate it. In other words, loot covers visibility on any ground effects especially on death effects, those can be devastating. On top of that we have mobs that can grab you, if an enemy just happened to die a bit earlier than the one that grabs you, then you will be grabbed on a spot of death on the screen. There are lots of ways to die in POE2, especially ones that are not visible. In POE1 I had noticed that, wrote a review including that detail and never bothered with it again because most of us simply built defensively around those things and ignored them, in POE2 we cannot ignore the potency of the damage so those problems simply become way more visible and the community seems ot have noticed them too, especially players new to POE in general. There are some suggestions for that, first of all, yes, to decrease the on death effects to a select few, currently they are plentyful and since there are a lot of swarm behaviors on monsters, that can be unavoidable to encounter. Secondly to trigger loot AFTER the on-death effect has finished triggering. In other words, only drop loot after the animation is completely finished. Lastly to make it more clear when something is on the ground. This is a problem in general, dark maps with blood on the ground make it hard to see for example, or green floor areas with green poison etc. Last bumped on Jan 20, 2025, 7:37:57 PM
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PoE2 was a great chance for GGG to get away from "be afraid of the modifier, not the mob" design of PoE1. Imagine if there were no modifiers that just randomly shoot out fire balls, no on death effects that make the mob more dangerous when they're dead than they are alive.
I want to see modifiers that change enemy AI, attack patterns, and stats. Imagine you come up against an "Arcane" Hyena-Centaur and instead of a spear it has a magic staff and shoots ice bolts at you and blocks you with ice wall while kiting you. That is 100x more engaging and fun to encounter than just the normal mob, but it insta-SUCCs your mana and its faster than you so you can't get away from it and it maims you so you get fucked. It's 1000x more engaging than "now that you've killed the mob, the real danger starts". Or you come across a "Dullahan" Quad-armed Ape that can throw its head at you to bite you. In my ideal ARPG (or any other game with enemies that have modifiers on them) no enemy would have modifiers where the modifier itself attacks you. |
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