Volatile Plants
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This bs should be removed
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" Volatile plants are like most of the mechanics a lot more punishing for melee builds. On ranged characters I usually have no real issues with them but on melee its constantly running around in circles to get half a second of mob uptime to the back out and run again. Same goes for that stupid Ritual Tornado. It follows where you go. So need to kite it away from the action then go back in rinse and repeat. Those are just 2 out of the many mechanics which need better balancing to not punish melee like they currently do. |
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Volatile plants is awful as a melee character this patch. I find them to be too camouflaged against a lot of the backgrounds in maps and notice them way too late. Crowded rooms/hallways can be instant death since you can't tell a rare has this modifier on sight. Running through them is possible if you don't get body blocked, which has happened to me a lot. In its current state it feels unfun and over-tuned damage-wise.
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Volatile Plants are still too difficult to see, among the many layered visual effects some classes have. These things are absolutely LETHAL (overtuned, honestly) and should be the MOST VISIBLE entity on the screen. They should SCREAM their presence ...
I'm pretty much only losing characters to this one ability, anymore. It's not fun. And as others have said -- unavoidable when body blocked and such. |
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